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 Post subject: Re: 3delight tests
PostPosted: 18 Feb 2012, 21:23 
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Joined: 07 Jan 2012, 19:21
Posts: 34
Yeah, that is exactly what it looks like. But there are no lights in the scene. Well there is the physical sky shader, and it has a sun that is "casting" light. You can change the position of it and it will shine at different angles and effect the position of that shadow. So I tried settings there and none of them are for the shadow quality. So I am at a loss.


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 Post subject: Re: 3delight tests
PostPosted: 06 Mar 2012, 11:57 
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Joined: 11 Jun 2009, 09:13
Posts: 93
Hi

I tried the 3delight again, and I couldn't make nothing close to MR (2012 SAP). Unfortunately I couldn't have my fur look fluffy, shaded at all, the fur with the factory hair shader looked very flat, no volume, and shading at all, while with a blinn it was rendered correctly ( as blinn shaded strands)


I use Kristinka 3, used 3delight 3.1.0, standard hair shader. I had a spot light with shadowmap (4k res), and volumic shadow ON. I also tried the shadow trick Matheaus suggested, but in vain, no result. So I returned to MR but rendertime is extremely slow...


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 Post subject: Re: 3delight tests
PostPosted: 18 Mar 2012, 21:03 
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Joined: 08 Jun 2009, 21:11
Posts: 688
Location: Zagreb, Croatia
Hi,

yet another of SurfaceColor3Delight hit mode. I call it
'SI community in waiting for SI release'

Image


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 Post subject: Re: 3delight tests
PostPosted: 19 Mar 2012, 01:11 
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Joined: 04 Feb 2012, 23:35
Posts: 69
Hi Mathaeus, really nice renders as usual. I particularily like this one because the reflections look really nice. In your opinion, after optimizing your settings, are these renders fast enough for animation projects with just a few computers to render with? Are we looking at one hour per frame or much more than that when using 3Delight for reflections that may or may not include GI.

Thanks for posting.


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 Post subject: Re: 3delight tests
PostPosted: 19 Mar 2012, 02:20 
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Joined: 08 Jun 2009, 21:11
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Location: Zagreb, Croatia
JPWestmas wrote:
Hi Mathaeus, really nice renders as usual. I particularily like this one because the reflections look really nice. In your opinion, after optimizing your settings, are these renders fast enough for animation projects with just a few computers to render with? Are we looking at one hour per frame or much more than that when using 3Delight for reflections that may or may not include GI.

Thanks for posting.


Thank you for kind words. Well this one is based on hacked MIA material, adapted to take this special 'SurfaceColor3Delight' hit mode. Finally I had to change the sl much more than I liked, on price of killing (possible) glossy refraction.
Back to question, imho all these tiny procedural textures (about four-six of scalar fractal or cell per material) won't play nicely in sequence. But I'd believe I'll find a way to keep the similar speed-quality ratio with a bit more baking. Render time for top one is 15 minutes on quad core machine and 4core 3Delight.
First time I've used 3delight, it was a small game trailer in time of XSI 6. That is, full of textures, already I had a baking workflow. Even the old Affogato translator gave a pleasant life. Affogato had no render-tree connection at all, I've played with external shader authoring tool. Anyway all that mess I made, rendered nicely, what I've set in evening, regularly appeared in morning.


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 Post subject: Re: 3delight tests
PostPosted: 19 Mar 2012, 03:03 
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Joined: 04 Feb 2012, 23:35
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15 minutes sounds pretty darn fast for precedurals and reflections. How would it not play nicely in a sequence? Or do you mean 15 minutes after baking the procedurals to texture? Anyway, this sounds pretty cool if it's just a matter of baking in the textures.


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 Post subject: Re: 3delight tests
PostPosted: 19 Mar 2012, 03:17 
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Location: Zagreb, Croatia
JPWestmas wrote:
15 minutes sounds pretty darn fast for precedurals and reflections. How would it not play nicely in a sequence? Or do you mean 15 minutes after baking the procedurals to texture? Anyway, this sounds pretty cool if it's just a matter of baking in the textures.

That I know, procedural cell, when is set to some really sharp 'flagstone' mode, could do visible jump to neighboring resolution level, with camera zoom or so. Bitmap plays sooo much better.
15 min is render time. Here, baking is MR AO to vertex colors, this takes a few minutes, even there is really small contribution of 'next bounce', supplied by baked vertex color.


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 Post subject: Re: 3delight tests
PostPosted: 19 Mar 2012, 03:27 
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Joined: 04 Feb 2012, 23:35
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oh wow, baked vertex colors. So it's kinda like Zbrush where you bake the vertex colors to bitmap?


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 Post subject: Re: 3delight tests
PostPosted: 19 Mar 2012, 03:57 
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Joined: 08 Jun 2009, 21:11
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Location: Zagreb, Croatia
JPWestmas wrote:
oh wow, baked vertex colors. So it's kinda like Zbrush where you bake the vertex colors to bitmap?

no :)
here, vertex color supplies the 'second radiosity bounce'. I've talked about *possible* baking of procedural texture to bitmap. But this really belongs to specific work, imho no sense to go with 'universal' recipes....


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 Post subject: Re: 3delight tests
PostPosted: 19 Mar 2012, 04:16 
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Joined: 04 Feb 2012, 23:35
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haha, alright. I didn't realize you were mixing in AO and Radiosity bounces in with this. Secondary bounces being vertex, first bounce passes are at pixel level I guess. Your terminology is different from mine, much more specific and technical.

Anyway sounds interesting of course, it's hard to not wonder about this.


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