Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)
It's the shade version, Num..... Vickie upgraded her weapons...
Message edited on: 09/02/2004 21:41
Software: Daz Studio 4.15, Photoshop CC, Zbrush 2022, Blender 3.3, Silo 2.3, Filter Forge 4. Marvelous Designer 7
Hardware: self built Intel Core i7 8086K, 64GB RAM, RTX 3090 .
"If you spend too much time arguing about software, you're spending too little time creating art!" ~ SomeSmartAss
"A critic is a legless man who teaches running." ~ Channing Pollock
Good job...but wow, 4 hours to render? More incentive for me to concentrate on improving my Photoshop skills rather than learning a new 3D program; four hours of postwork can accomplish a whole lot. ;) Thanks for sharing though, take care. SnowS
my DeviantArt page: http://snowsultan.deviantart.com/
I do not speak as a representative of DAZ, I speak only as a long-time member here. Be nice (and quit lying about DAZ) and I'll be nice too.
The colors, soft shadows and lifelike looks are great, but those can be achieved in poser5 with the appropriate lights as well... I seem to spot artifacts in her hair, don't know if they are rendered or due to jpeg compression. But being there no visible reflecting/refracting material, 4 hours seem way too long (unless the pic here shown is a downsized version of a 3000x2000 or so...). In any case, excellent job! and now VNIATWAS is to be changed in ..... With A Submachinegun! ;)
4 hours = 90% accuracy using path tracing to compute global illumination.. at 50% it takes about 10 minutes... but you see some grains.. there are four 3 different methods of calculating GI with shade... and each one has it's correspending settings... wich i know pretty much next to nothing. on my previous post i was able to create a GI solution in 10 minutes.. i'll attach that picture again.. so you can see the difference.. my machine ... windows xp, AMD xp2800 1 gig memeory
If you are seeing graining at 50% then adjust upwards incrementally until you achieve an acceptable result. 70% is a good 'middle of the road' starting point. Not bad for your first post though. Claims are often made that Poser (with a million lights!). can fake GI. That may be so but the results look just that - fake! Poser can't do accurate colour bleeding whereas proper GI can.
Honestly, that poser render looks much more convincing then the shade one. In the shade one it looks like you've placed some renders on top of each other, each rendered in a different application and layered in PS or so. 4 hrs rendering for just that scene, I don't even want to know how shade handles a huge scene with multiple figures....
Artwork and 3DToons items, create the perfect place for you toon and other figures!
http://www.renderosity.com/mod/bcs/index.php?vendor=23722
Due to the childish TOS changes, I'm not allowed to link to my other products outside of Rendo anymore :(
Food for thought.....
https://www.youtube.com/watch?v=pYZw0dfLmLk
Attached Link: http://www.digital-wax.com/download/GlowBall.zip
hey alamanos sence your doing lighting comparisons, try this light set in P5. I find it is WAY better then Dazs heavy lights. just for the heck of it :)Of the posted images the 1st Shade render looks the best to me. Poser does not calculate colour bleed and all the fake GI options look - fake! Stick with Shade's GI. With experience of using the software I'm sure you will get those render times down whilst still maintaining acceptable render quality.
I'd check the material settings on the hair. Looks like one of the layers is "glowing" some -- might have ambience turned up. For someone who has professional experience looking at real lights on real subjects the Shade render is vastly more convincing. However, I'd have to give the Poser render points for drama -- I'd like to see another Shade render with less of the soft light and more of a direct light.
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The render specs:
This is just your standard V3 (no morphs) with Vicki's default hi-res maps applied, and Hmann's millenium hair. Imported into 3dsMax as a PZ3 via Bodystudio.
Just standard GI, with low settings, and one direct spotlight. No HDRI and nothing fancy.
Actual Rendertime: 1.3 minutes with medium antialiasing at 640x480. GI calculations took approximately 2 minutes or less.
Total Rendertime: Just over 3 minutes.
As rendered. No postwork (aside from the Max DOF post-render effect), and no special material tweeks.
Render settings of course can be tweeked to death to achieve better/worse results, or to speed up rendertime even further (but with loss of quality).
Message edited on: 09/03/2004 12:16
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
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Rendertime was just over 3 hours at an original render size of 800x600, due mostly to the dynamic hair and caustics. The particles were refractive as well, and had added to the rendertime too.
Does anyone know if Shade allows you to fiddle with the Interpolation samples or subdivisions of your photon map or GI settings? This could assist in getting better quality and less render time. The more options you have in tweeking the GI, the better. Things like "search distance", "max bounces", and "retrace threshold/bounces" can help give you a good tradeoff between quality/speed.
Tools : 3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender
v2.74
System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB
GPU.
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