Zanzo opened this issue on Dec 14, 2009 · 70 posts
Zanzo posted Mon, 14 December 2009 at 9:18 PM
Have any breathtaking indirect lighting renders done in under 8 minutes?
coltrace posted Mon, 14 December 2009 at 10:13 PM
Depends who's breathing.
Breathtaking renders and Poser don't really go hand in hand.
Most will have tons of postwork to camoflage the Poser faults.
Show us yours !
Miss Nancy posted Tue, 15 December 2009 at 12:48 AM
somebody will do one, but it will take longer than 8 minutes.
my suggestion would be a contest sponsored by SM, and the prize would be $500 for the most breath-taking poser render.
NoelCan posted Tue, 15 December 2009 at 1:01 AM
Cough, cough, oh dear My emphysema is acting up again..
SM and Adobe should team up.. $500 from SM and Photoshop from Adobe..!!
Anthanasius posted Tue, 15 December 2009 at 3:03 AM
Lucifer_The_Dark posted Tue, 15 December 2009 at 4:43 AM
But Anthanasius the Make Art button does exist, just ask PhilC for confirmation. ;)
Windows 7 64Bit
Poser Pro 2010 SR1
NoelCan posted Tue, 15 December 2009 at 6:01 AM
Quote - Another who think the make art button exist
But it does exist... It is button #8 on My seven button Mouse..
bantha posted Tue, 15 December 2009 at 6:51 AM
Breathtaking renders usually need more than 8 minutes, even with mental ray and Photorealistic Renderman.
... and the "Make Art"-button comes with Wardrobe Wizard.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
wolf359 posted Tue, 15 December 2009 at 8:35 AM
Setting an arbitrary time like "under 8 minutes" is pointless and silly for ANY 3D render program.
and using a highly subjective term like "breathtaking"
is Equally Meaningless.
vilters posted Tue, 15 December 2009 at 9:15 AM
Yeah, and then find out that it was Posette that won!
That would put some red cheeks on some..... :-)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
bagginsbill posted Tue, 15 December 2009 at 9:29 AM
Anyway - I'd call this "interesting". Rendered under 4 minutes with IDL. Some of the areas visible had not direct light at all.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
TZORG posted Tue, 15 December 2009 at 2:00 PM
You truly are the king of kings.
It's not the tool used, it's the tool using it
hborre posted Tue, 15 December 2009 at 2:06 PM
Be careful, TZORG, or BB will be able to get 'breathtaking' in that render in under 8 minutes
bagginsbill posted Tue, 15 December 2009 at 2:41 PM
I seem to be the only entrant. What do I win? snicker
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SamTherapy posted Tue, 15 December 2009 at 2:50 PM
Quote - I seem to be the only entrant. What do I win? snicker
Our admiration and gratitude. Oh yeah, and my Batman suit when I finish it. :biggrin:
Coppula eam se non posit acceptera jocularum.
Miss Nancy posted Tue, 15 December 2009 at 4:10 PM
it would actually be very easy to judge the most breath-taking render.
just fill up the SM conf room with all the free personnel and run a slide show.
the one that registers highest on the gasp-o-meter would be the winner - good, bad or ugly.
it's a totally transparent process :lol:
bagginsbill posted Tue, 15 December 2009 at 4:31 PM
Using only a single spot light. The P8 backdrop prop, and my environment sphere provided secondary lighting.
Click for full size.
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Anthanasius posted Tue, 15 December 2009 at 4:36 PM
pjz99 posted Tue, 15 December 2009 at 5:08 PM
The hair is set to be invisible to raytracing (good luck rendering layers of transparency with GI in small time).
bagginsbill posted Tue, 15 December 2009 at 7:06 PM
Quote - The hair is set to be invisible to raytracing (good luck rendering layers of transparency with GI in small time).
Hmmm. I got distracted today while I was setting this up. I may have not re-enabled that. I'm timing the render again.
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bagginsbill posted Tue, 15 December 2009 at 7:20 PM
So now it is 9 minutes 30 seconds. Whoops. I could get back under 8 if I cheat the render settings a little more. Or just make it a bit smaller.
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bagginsbill posted Tue, 15 December 2009 at 7:30 PM
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bagginsbill posted Tue, 15 December 2009 at 7:51 PM
You can get these faster renders by decreasing the IDL samples and cache settings. Try Samples = 150, and Cache = 20, and just 2 bounces.
This one was Samples=30, IC=15. This is too low for most uses but it does illustrate how to get speedy test renders.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Tue, 15 December 2009 at 8:12 PM
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bagginsbill posted Tue, 15 December 2009 at 8:13 PM
On my spot light, I had shadow blur radius = 3, and shadow samples = 10.
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vilters posted Wed, 16 December 2009 at 12:28 AM
@BB ;-)
Shaking head, not fair, blowing the competition into no man's land before they even started. :-)
Drip-drip-drip, walking off, bouncing into wall. Oeps, that hurt.
BTW, nice set up on the model, and even the clothing renders very detailed (on the high versions)
Just the legs look a bit "dull, evened out", do not find the exact word.
From this side of the globe, i'd add a little spec or highlight, or a slight bump noice or gravel.
Bump, Not displacement, as that would add to the render time.
(my 2 cents)
Or? ? ?
You could "sharpen" the skin texture, add a little contrast, and plug the same skin into diffuse, spec, highlight, and bump. (would not add to texture memory load, as it is the same skin).
(that was the 3d cent) ;-)
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
shedofjoy posted Wed, 16 December 2009 at 5:57 AM
8 minutes of IDL on an 8year old P4 system...lol.... it can just about dribble
Getting old and still making "art" without soiling myself, now that's success.
vilters posted Wed, 16 December 2009 at 6:51 AM
i still used P4 till last year.
now, I stil use P5 from time to time.
had a double installation P7 and P8 (one never knows) but ended up deleting P7/
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Morana posted Wed, 16 December 2009 at 11:13 AM
Nice to know that you can push the IDL settings that low and still get a decent test render in a far more manageable amount of time. I figured I had to be doing something wrong that even my quick test IDL renders were taking an hour or two.
bantha posted Thu, 17 December 2009 at 6:14 AM
This image of Stonemason's "Walled City" was rendered in eleven minutes on my old computer (old dual core). On my new one, it took less then five minutes. IDL, one light and an env sphere. Not breathtaking, but a proove that IDL can be very fast with the right settings.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
Anthanasius posted Thu, 17 December 2009 at 6:51 AM
bagginsbill posted Thu, 17 December 2009 at 6:53 AM
Yes, on my Dell D830.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
hborre posted Thu, 17 December 2009 at 9:56 AM
And then, no one set the conditions for the 8-minute render except for breathtaking.
Miss Nancy posted Thu, 17 December 2009 at 11:37 AM
the other conditions:
without all of those there's no way it could be breath-taking IMVHO. it would just be another bald nude zombie in empty scene.
Apple_UK posted Thu, 17 December 2009 at 11:44 AM
Bagginsbill - her skirt is immodestly short don't you think?
TZORG posted Thu, 17 December 2009 at 11:45 AM
IMHO the bald nude zombie will be breathtaking if photorealistic...
My knees get weak mostly at photorealistic interior renders with no human figures to sabotage them
It's not the tool used, it's the tool using it
Anthanasius posted Thu, 17 December 2009 at 12:07 PM
Quote - the other conditions: - nice hair
- well-fitting clothes
- pleasing pose and facial expression
- room full of props
- background props
without all of those there's no way it could be breath-taking IMVHO. it would just be another bald nude zombie in empty scene.
?
Who write this ?
Génération mobiles Le Forum / Le Site
bagginsbill posted Thu, 17 December 2009 at 1:22 PM
Quote - Bagginsbill - her skirt is immodestly short don't you think?
I thought I was being conservative by not posting a nude again. ;-)
Anyway - I chose the outfit to cover naughty bits but still show a lot of skin.
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Miss Nancy posted Thu, 17 December 2009 at 1:23 PM
¡ c'est moi !
bagginsbill posted Thu, 17 December 2009 at 10:42 PM
7 minutes 58 seconds.
Click for full size.
One infinite light.
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pjz99 posted Thu, 17 December 2009 at 11:28 PM
Dang, people sure have a very low threshold for having their breath taken away (no slam against BB's lighting).
BB in that last pic the reflection map has a big problem, the sandy beachfront is way out of scale. It's also drawn at oddly different hights on the two large reflecting buildings in the right half, I don't know what's up there (maybe the UVmap but I'd have thought mapped reflections wouldn't much care about the UVmap).
bagginsbill posted Fri, 18 December 2009 at 12:34 AM
And as for the scale of the beach, I think you're misinterpreting the scale of what you're seeing. It's not a little beach.
This is the view from the rooftop of the building in the lower right, with the sloped wall.
This panorama was taken from a kite flying almost two hundred feet above the ground.
http://www.flickr.com/photos/aldo/2626866515/
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 18 December 2009 at 12:39 AM
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bagginsbill posted Fri, 18 December 2009 at 12:48 AM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Fri, 18 December 2009 at 12:50 AM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
pjz99 posted Fri, 18 December 2009 at 4:25 AM
What really bugs me about that reflection from earlier is that the horizon is right up to the middle of most of the buildings. Either the camera is angled down (x orbit) kind of a lot - and it doesn't appear to be - or the horizon is way too high in most of the reflections. From the perspective, it looks to me like the camera is perfectly perpendicular to the ground (x orbit again) but I may be mistaken. The later pics are a lot more convincing, probably because a little more natural-looking camera angle.
TZORG posted Fri, 18 December 2009 at 7:35 AM
Could it be that in the first pic, the buildings are in a pit?
It's not the tool used, it's the tool using it
bagginsbill posted Fri, 18 December 2009 at 8:25 AM
When glass on a building (or any mirror) is perfectly perpendicular to the ground, the perspective of horiizon reflections is the same as if the building wasn't there and you were looking at the horizon directly. A little bit of trigonometry verifies this, if you're of a mind.
So - with the camera floating a couple hundred feet off the ground, as in my first render, the horizon passes through the middle of the buildings. Maybe this is an unfamiliar viewpoint, but it is pretty much correct. There is some small amount of distortion due to the fact that the environment sphere is only 750 feet across, not 40 miles, but this only shifts the results a few degrees.
Anyway - the point I was making was you can do an 8 minute IDL render and have it come out pretty nice. The particular reflections of scenery aren't the point - the point is that the lighting from sky and ground is very well taken into account with no fussing, guessing, and test rendering using IBL + AO. I didn't do anything to tweak the lighting - with IDL it is completely automatic.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
hborre posted Fri, 18 December 2009 at 8:53 AM
I am impressed!
bagginsbill posted Fri, 18 December 2009 at 8:58 AM
Real photo, not a render, showing where the horizon appears on buildings from a helicopter viewpoint.
Observe that the directly viewed horizon is even with the reflected horizon, and both are at an apparent elevation matching the camera elevation.
Tilting the camera up or down doesn't change this. The horizon appears on a building at the same elevation as the camera is, regardless of the cameras orientation. If you can see the building, the horizon will be reflected there.
Angles of reflections are only affected by the cameras position, not its orientation. That's why they don't jump around when you turn the camera to a different place.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
hborre posted Fri, 18 December 2009 at 11:05 AM
And how long did it take to render this one? Heh, heh.
ice-boy posted Fri, 18 December 2009 at 1:22 PM
this would take hours in renderman
pjz99 posted Fri, 18 December 2009 at 1:29 PM
Yeah I didn't mean to make this a bunch of nit-picking not related to your lighting, which is great, just the reflections in that first pic really bugged me (they still do, although I accept that they're in the ballpark of what they ought to be given the environment).
pjz99 posted Fri, 18 December 2009 at 1:44 PM
I meant to ask you to clarify: those are real reflections on the buildings, not a reflection map? Yeah under 8 minutes for that is very fast. I gather that your skydome is self-illuminating there since you are only using one light. Is the color map also plugged into ambient color with a high ambient value or something like that?
hborre posted Fri, 18 December 2009 at 2:09 PM
BB could answer the question better and in quicker time, but IIRC, the color map is not plugged into the ambient color at all. Alt_diffuse, I believe.
pjz99 posted Fri, 18 December 2009 at 2:36 PM
If I remember correctly, that amounts to the same thing (ignores lighting model).
Miss Nancy posted Fri, 18 December 2009 at 2:46 PM
those building renders are fab IMVHO. it's amazing how well they compare to much more expensive renderers.
the ambient and translucence channels provide stronger lite sources than the alt_diffuse, which can be activated in those scenes so that its texture is unaffected by lites.
bagginsbill posted Fri, 18 December 2009 at 3:10 PM
Quote - the ambient and translucence channels provide stronger lite sources than the alt_diffuse, which can be activated in those scenes so that its texture is unaffected by lites.
Huh? The ambient and alt-diffuse are identical. The math is simple. Whatever color is produced by the built-in specular and diffuse nodes, it then adds, literally mathematical addition, the values:
None, none, of these inputs implement a lighting model, and they are interchangeable, with two exceptions:
Alt_Specular and Reflection_Color are treated special with transparency.
The Translucence channel has a behavior which is not explainable. To simplify, however, most of the time it is identical to ambient or alt_diffuse, which, remember, are simple addition - no lighting.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
pjz99 posted Fri, 18 December 2009 at 3:27 PM
I remember when you first pointed this out, that the different channels essentially work the same way and are just named for user convenience. Good to know the exceptions though.
mousso posted Fri, 18 December 2009 at 3:42 PM
Dont really know the material setup BB used, but I just tried this with dystopia, envsphere and that photo. I get the same results as always. Cartoon city.
How did you do it BB?
bagginsbill posted Fri, 18 December 2009 at 4:15 PM
I made some shader changes.
First, I went through every material and corrected the Diffuse-Value = they were mostly = 1, and should not be. I made them variously .7 to .8.
Second I set bump to 0 on all the glass materials, and I made the reflection_Value = 40%. If I had not been in a hurry, I woudl have gone through and put proper Fresnel on them all, and the results would be even better.
On the EnvSphere, I used Gamma In = 2.2 and Gamma Out = 1.4.
In D3D Render settings I used HSV ETM Gain=1.2 and Exponent = 2.5 (I think - don't have it in front of me.) (Note: Gain is unlabeled - its the first number, above the exponent.)
Cache sample size = 12
IDL:
bounces = 2
Samples = 120
Cache = 20
I might have made some more changes but those are the important ones I remember.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
mousso posted Fri, 18 December 2009 at 4:31 PM
Thank you BB I'm trying it now. Please, when you have time can you do it with a proper fresnel? I would like to see the difference.
mousso posted Sat, 19 December 2009 at 6:49 AM
Okay this is what came out with the same settings as in the above post. Its definitely better than my default dystopia renders but not nearly as good as yours BB. And one render took an hour for me lol
What bothers me the most is the color. Everything is too blue.
hborre posted Sat, 19 December 2009 at 7:29 AM
Your light angle appears low. The blue is from the sky dome image.
mousso posted Sat, 19 December 2009 at 1:41 PM
Thanks hborre, I'm just trying with a different angle.
The more I tweak it the worse it gets.
hborre posted Sat, 19 December 2009 at 1:47 PM
Try a different envsphere image with a completely different sky arrangement and color.
BTW, those renders look very, very good.
mousso posted Sat, 19 December 2009 at 1:53 PM
Thanks. Its better than what I rendered 6 months ago. The rendered dystopia scene looked like the unrendered one lol It was ugly.
I have a looooong way to go :)
bagginsbill posted Sat, 19 December 2009 at 3:48 PM
Try using the image I used, before you chase your tail. The one you're using here looks unnaturally blue, and may require special treatment. I gave a link to the one I used.
Also, the sun should be an infinite light and depending on the mood you're creating, could be 75% to 150% intensity. It has to to with the ratio of direct to secondary light, and occurs differently depending on cloud cover.
The true intensity of the sun is a constant, of course, but cameras have variable apertures and shutter speeds, which means there's no such thing as a predictable luminance for sunlit things. It looks right if the ratios are right. The absolute level doesn't matter.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Iuvenis_Scriptor posted Sat, 19 December 2009 at 4:43 PM
Miss Nancy posted Sat, 19 December 2009 at 5:18 PM
bill, I assumed you knew about the light-emitting channels in poser 7 and later, as you posted one or more renders, just as poser 8 sr0 went public, that used a posersurface as a light source illuminating a room with "andy" in it. a posersurface with (ambient = white, 1) or (translucent = white, 1) is the source of illumination when GI variables are activated in a scene with no conventional poser4/5/6 lights, hence the term "light-emitting channels". alt_diffuse also has this effect, but is usually a much weaker source of illumination than the two aforementioned channels.