Mon, Sep 30, 11:34 PM CDT

You'll Just Die Tired

DAZ|Studio Fantasy posted on Feb 07, 2017
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Description


Still trying to get the hang of Iray. I'm not too keen on how hard it is to get a crisp, clean image. I rendered this scene for over eight hours and she still looked like she had a soft blur to her. I assume I'm doing something wrong, but have not yet discovered what exactly I need to correct. Lots of postwork on this one-mostly layers of textures to add some depth of color and give it a more painterly look. The idea behind this one is Kela, my Wood Elf, is tracking an injured orc. Since she is an excellent shot, one must wonder if she wounded him on purpose so she could prolong the fun.

Production Credits


Comments (4)


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mrestey

7:15PM | Tue, 07 February 2017

Not bad really. Did you set your max render time so it renders until finished? That definitely makes a big difference.

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Faemike55

7:34PM | Tue, 07 February 2017

Great looking image
You might want to sitemail Madbat - he's got a handle on this stuff like nobody's business. He's helped me out a bunch of times

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ironsoul

1:41AM | Wed, 08 February 2017

Don't know iray but lighting can often be the problem when moving from a biased render engine to a path tracer. Path tracers don't work efficiently if the scene has bright spots of light in a dark scene due to the way it builds up the pixel value. Point and spot lights are not as effective whilst mesh or area lights are. Having good surfaces to bounce the light off becomes important or use a hdr map in a skydome with off scene primatives to act as light blockers to add contrast. Another approach is to think how the lighting would work if you were preparing to take a photo.

maraich

4:16PM | Wed, 08 February 2017

Ah! That is very interesting. I was indeed using spots instead of mesh lights. I may retry the render using a HDR map in a skydome as you suggest. Thank you very much for the input.

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morganahope

9:35AM | Wed, 08 February 2017

for me .... just perfect !!!


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