34 threads found!
Thread | Author | Replies | Views | Last Reply |
---|---|---|---|---|
unzipped | 0 | 102 |
(none)
|
|
unzipped | 3 | 761 | ||
unzipped | 5 | 210 | ||
unzipped | 8 | 195 | ||
unzipped | 15 | 565 | ||
unzipped | 3 | 180 | ||
unzipped | 2 | 110 | ||
unzipped | 44 | 4507 | ||
unzipped | 2 | 90 | ||
unzipped | 10 | 129 | ||
unzipped | 16 | 153 | ||
unzipped | 10 | 138 | ||
unzipped | 7 | 95 | ||
unzipped | 10 | 93 | ||
unzipped | 15 | 123 |
486 comments found!
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Allright I'm about done with this for now. Specs haven't changed from what I've mentioned at the top of this thread (light setup, face_off's shader settings, hardware, etc.). The only thing to note is what I'm calling my compromise render settings which are my attempt to get a good combination of timely renders and good quality images - you'll have to judge the results for yourselves. I compared render settings against two different hair models - the Wild Hair (available here in the marketplace - a very realistic hair/materials package) and the Long Hair Evolution (Kozaburo's - gold standard hair).
Let's get to the facts...
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Quote - Hey, unzipped, What are your Light settings? Are you going RayTrace or shadowmap? Spot or infinite,,,? Rim lights? I may be able to duplicate this as I have "Wild hair" and am unable to upload a zip until I get something fixed. >>>"I'm starting to do hair rendering comparisons now, I'm on my first baseline render using face-off's settings one V3 and Wild Hair - nothing else in the scene - shot from the face camera. It's ugly time wise - it's been about 47 minutes and I think it's about half way done. I've got to believe there's plenty that can be done to improve on that, but we'll see..." That lightset was never meant to be fuel efficient. Are you sure you want to test with these settings? You kinda picked a "Rolls Royce" for a sprintcar challenge....It deals with light leaks(0.01bias) very well and deliveres a crisp shadow (3072map). These are the 2 speed culprits. face_off has explained this here publicly. If you have your primary light as RayTrace, then it's not a face_off lightsetting. The more I know, the better. Just checked out Wildhair....a dozen separate imagemaps to switch out later,,, groan. lol
No I'm just using his render settings - I don't have his light settings. I started with his settings as my high quality baseline to compare against - you've got to have a control in any experiment and his render settings are a known quantity. My lighting setup is the same as it was before (top of post), I'm trying to keep as many things as constant as possible during these tests. So we're using raytraced shadows, not mapped. I picked the Wild Hair because I knew intuitively that it was a beast in terms of render times, and I'm also going to compare it against a more lightweight hair model.
Results soon to follow....
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Quote - will there be a sort of final render settings post? because i think i've gotten lost on recommendations, other than high bucket size is good. oh, and unzipped, you know you can change the shading rate for each object/group, right? so you can leave the render setting (minimum value) low, boost it up high for things where it doesn't matter and make it low for stuff where it does (like hair, eyelashes, etc.). i mean, i'm betting you know since both you guys seem to be much more knowledgeable than i, but i thought i'd check.
I'm trying to work up to "final" render settings - but in truth I don't think there will end up being any such thing. It seems I'm developing a few different settings depending on which compromises I'm willing to make - but I think I'm zeroing in on one that's a good balance of quality and speed. If I manage to get such a setting together I'll definitely post it here.
The individual object shading rate is something I knew, but it's something I always forget about - so it's definitely worth mentioning whenever anyone feels like mentioning it, so thanks very much for bringing it up.
I'm starting to do hair rendering comparisons now, I'm on my first baseline render using face-off's settings one V3 and Wild Hair - nothing else in the scene - shot from the face camera. It's ugly time wise - it's been about 47 minutes and I think it's about half way done. I've got to believe there's plenty that can be done to improve on that, but we'll see...
Unzipped
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Quote - Sorry unzipped, I've got a server problem suddenly. I may have to upload to a host. This means I'll have to really clean this up, too. May be some time,, r
No problem, take all the time you need - I hope your server problem isn't serious.
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Quote - Bias, you want high in RayTrace(like maps, does not seem to do much). @1.00. Lowering the actual shadow intensity is what I meant @0.400
Ahh, now I understand which setting you're talking about. As for bias, as I said I only change it when I notice A/O related artifacts - otherwise it doesn't have much affect.
Quote - You are in luck! Intensity dials down to negative values in P6 (-2.000). No light,,more shadows.
That's a great tip. Does it work for both depth mapped and ray traced shadows? I assume such a light would still not generate any specular though.
Quote - In luck again! Load a primitive box. In hierachy editor, drag all pertinant matter over the box including your cams and lights you'll use. Check your main cam and then scale box to 1000%. Nothing should change in the viewer. Flippin back to 100% box when you want to compare... Scaling up to 10,000 to 100,000 will solve iris/cornea artifacting, too.
Now that's good squishy - I can see why we pay you the big bucks. I can't wait to try this out.
Quote - I can send you a pz3 with my lightset. It would be more effective.
That would be much appreciated! Can an empty pz3 be small enough to send via email? If so you could try sending it to my shulkophile@yahoo.com account.
Quote - Speaking of IBL,, I've noticed that light base AO should be about 1/10th in settings as material based AO. I've dialed down AO in this lightset.
I've noticed that too. Since I've started using occlusion master, I don't really use light based A/O anymore though. I suppose if I wanted to up the realism a bit more I should turn that on for my IBL, but I don't want to pay the render time price for the extra shadows usually.
Thread: Female Realism | Forum: Poser - OFFICIAL
Quote - Posing tip: No one is perfectly symmetrical. Rarely do we stand, sit, lie, squat or maintain any other pose symmetrically either. Also, the line between the eyeball and the skin around the eyes is often a giveaway to the 3D origin of an image. Usually it sharp in an unnatural way.
Those are two great points that bear repeating.
For asymmetry I always throw a random one or two in when I'm morphing (one mandible higher than the other, one cheek crease deeper than the other, nose tip a slightly crooked, etc.) - if you work off of photo references you don't have to worry about it since it's already there in the reference image.
I can still tell nearly 100% of the time whether an image is of a real person or a digital one by the eyes alone - the eyelids are very telling indeed.
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Quote - ...RayTrace shadows are severe and blur(5-12) does not take care of all of it so, I usually set shadow to 0.400 to help disperse it (on skin).
Just to be clear, when you say "set shadow to 0.400" you're talking about the shadow bias - or is it something else? If it's bias I usually start with it at about 0.1 and then adjust it if I'm getting ambient occlusion related artifacts. I usually don't go higher than 1.1 or lower than 0.01 (and very rarely at that), but I've not noticed any render time impact as a result.
Quote - If using a spot you can choke the angle 0start 60end to soften some more. You need an ibl fill in the scene for this... it takes up the slack on the mainlight. A rimlight can either assist the mainlight or (attached) create a nice highlight (RayT also). With this setup, I can crank out a render every 6-10 minutes with decent results. Granted, not as spectacular as a nice face_off setup but, 10 times quicker. Switching the mainlight to shadowmap/3072 for the final is a nice alternative.
I'd be really interested to see your "standard" render settings and light set up - any chance you could post them here?
I often find myself wishing there were additional raytrace settings on the lights so that for instance they did only specular and didn't add more actual light to the scene or so they only cast shadows and don't add any light to the scene. Then you could use one ibl for the actual light, one for specular/reflection/refraction and either the same one or a different one for shadows. Maybe there's a setting in there I haven't found or hacked that will allow for that - but I haven't found it yet.
Quote - So, you were using RayTrace in your tests? That explains the eyelash shadows! Shadowmaps don't do eyelashes too well.
Yeah, I've got my default environment set to load up with just two lights, one infinite and one ibl. I only have shadows enabled for the infinite light - raytraced. I mess around with the intensity of the two depending on what I'm after, but generally the infinite is the main light and the ibl is the fill (I forget which but one of FaceOffs scripts (realism or occlusion) doesn't work with IBL as the more prominent light in the scene). I can do o.k. with those two - it's a workaday arrangement. If I want to get more involved/spectacular I can add lights from there.
Quote - Also, before you raise pixel samples or shading rate, try scaling your scene 1000%. I have yet to test this but I'm sure it's a solution for something. RayTrace is strangled at Poser scale. Reflect/Refract/artifacting dissappears at 1000% scale. Ronstuff proved this in P5 on an old thread of mine. Bump and some other shader nodes do not scale with the figure so, a manual job will be needed. 0.01bump becomes 0.100 at scaled version. Worth a look into...
This is fascinating stuff. It's amazing how the incredibly bad mistake of what the default Poser scale was set to in the beginning has had such long lasting and numerous negative affects. I'm somewhat loath to do the scaling thing since I'd have to adjust all the cameras, figures, props and everything too, but it might be interesting to see what scaling up can do.
Quote - When you get to hair, please let me know.
Will do - perhaps this weekend.
Thread: Female Realism | Forum: Poser - OFFICIAL
So, I'll talk about things other than genitalia, since that seems to have been covered extensively here already (and I honestly don't do many full nudes anyway).
Things that are important in getting realistic renders:
Facial structure and expression: Unless you are very far away, the face makes or breaks the image. Everything else can be absolutely perfect but if the face is wrong, the image sucks - end of story. Looking around the galleries I'm always amazed at the many downright bizarre looking faces that people put into renders. I'm not talking ugly, I'm talking malformed - eyes slanted to extreme angles, eyes bigger than your fist, lips contorted into nearly triangular configurations, lips extending inches out from the face plane, noses that are impossibly small and flat - so many problems. I always create the facial structure myself using various morph kits I've obtained. My best faces almost always come from working off of a photo reference or two. Anyway, however you get your facial structure, make very sure that the face you end up with is possible for a human being to actually have (Michael Jackson excepted). The same goes for expressions. First of all, make sure your model has one. Then make sure it's not breaking her face. The millenium women have real problems going through a wide range of expressions without the geometry looking bizarre. Jessi and Miki are much better at this. Also make sure the eyes aren't just staring off into space - it doesn't take much, just tweak the up/down, right/left parameters on the eyballs.
Texture: A good texture can cover a multitude of other sins. For women, my all time favorite texture is Sirya which you can pick up here: http://www.zs3d.com/ I've been meaning to pick up Xunah for a while (I've been holding off on buying V3 specific stuff for a while waiting to see what "new" character is introduced), but she looks stunning so I'll probably knuckle under and buy her soon. Other Textures that I use often with good results are Annabel by A_, Sierra Sage by Morris, and Ioana by Vali and Nicu - all available here at the market place.
Lighting: Honestly I've yet to see one light set that works for every situation, I don't think there is one. I still suck at lighting, but some times I get it right for an image. For most work I use just two lights - one infinite and one ibl. This gives me consistantly o.k. results with minimal effort, but usually I can't achieve anything breathtaking with that. You'll have to experiment to get the best results for you and the particular scene.
Material effects: Just go out an get the FaceOff realism kit for your chosen figure - it's the best purchase you can make after getting an excellent texture. Pick up the occlusion master as well if your character is going to be wearing anything or be in a pose where it intersects itself - the extra realism in the shadows is well worth it. Here's a thread of mine that I devoted solely to getting good eye effects in Poser 6, my settings are in there if you choose to use them - http://market.renderosity.com/mod/forumpro/showthread.php?message_id=2460673
Render settings: Be sure you've got them set to a high quality to achieve best results (I posted another thread about this last week that I'm still planning on following up on that contains settings I use that give me good results) - http://market.renderosity.com/mod/forumpro/showthread.php?thread_id=2645790
Hair: Obviously it depends on the style you want, but if you don't care about style it's hard to go wrong with one of Koz's free hair props/models. They render quick too, unlike some other hair props/models.
Pose: Needs to be realistic, needs to not cause breakage/cutting. Most kneeling poses don't work because of the collisions between the upper and lower leg - even joint parameters don't fix this one. You'll need to use magnets or some other morphing agent to make them work. Most people used canned poses (myself included), so this one is a bit easier to deal with and this comes lower on the list for me. Schlabber not only makes great pose sets, but also has an excellent posing tutorial on his site.
After that it depends on what the rest of the image composistion is - but really if you don't get the above right the rest of your composition isn't going to mean much (assuming the figure is the main focus of the image).
Hope this helps some,
Unzipped
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL
Since we last spoke I looked into some of Richardson's ideas.
Firstly I found that since I was using raytraced shadows, the shadow map setting had almost no affect on my renders at all, neither in terms of quality or time of render. I haven't done much with depth mapped shadows since I got Poser 6 - I don't know when I'll look into this.
I also found that the shadow blur radius didn't really affect time of render given the other settings I'm using. It definitely changes the resulting render about as you'd expect - a low setting resulted in very tight shadows, a higher setting resulted in very fuzzy dispersed shadows. I found with the settings I have here the higher radius produced unsatisfactory results - too grainy. I believe I'd need to up the shade rate and the pixel samples to produce good quality dispersed (high radius) shadows - which would definitely increase render time. The type of shadow you're going for will determine what you can do here - I generally like the sharper shadows myself, so I'm happy with the low radius settings.
I'm going to look into Richardson's comments about hair and transparency map size soon. I'll report back here with results as I get them.
Unzipped
Thread: Best Material Settings Please? | Forum: Poser - OFFICIAL
For #3 I've got a small freebie that does eye glints for millenium figures in P4
http://www.renderosity.com/freestuff.ez?Form.Contrib=unzipped&Topsectionid=0
You might give it a try - I got good results from it.
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Thread: My brief render settings experiment results: | Forum: Poser - OFFICIAL