Author Topic: cjwidd render thread  (Read 59891 times)

2020-11-10, 21:32:19
Reply #135

romullus

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The normal map was baked out from a .SBSAR in the Slate Material Editor and I think a gamma curve is being applied internally during that operation(?) I've been talking to the integrations team about it to get some clarification.

I think gamma was applied during saving. Depending on how you were saving, you either have to do it with default gamma, or with gamma override - 3ds max is very inconsistent here. And to add to confusion, if you save to PNG, max saves its thumbnail with wrong gamma.
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2020-11-22, 06:50:12
Reply #136

cjwidd

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Bifold doors
*model by Phong Le Van

« Last Edit: 2020-11-28, 02:06:20 by cjwidd »

2020-11-22, 10:04:32
Reply #137

Juraj

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I love door/window detailing :- ). Saving for my modeler.
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2020-11-24, 20:25:39
Reply #138

cjwidd

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[removed]
« Last Edit: 2021-06-07, 06:13:18 by cjwidd »

2020-11-24, 21:54:47
Reply #139

romullus

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Nice, but 7 hours for that small resolution? Ouch! Is it slow CPU, or complexity of the scene/material?
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2020-11-24, 22:04:08
Reply #140

cjwidd

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I let it run overnight, so I'm not sure at what point the image converged at an acceptable noise ratio (~3%), but it's true the image is rendering slow (Threadripper 2950x, 64Gb RAM).

- hair is probably using a more complex material than it needs to
- plaid is using a more complex material than it needs to
- could probably run a rayswitch on the chair metal to speed up the GI calculation

Really my issue is with the blanket, which I think is using an SSS + displacement + opacity; probably overdoing it and just need to balance the falloff in the diffuse channel. Right now the plaid material looks like gauze or a sponge or something :/
« Last Edit: 2020-11-24, 22:38:45 by cjwidd »

2020-11-25, 09:30:55
Reply #141

Juraj

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is using an SSS + displacement + opacity

Yeah I tried using similar killer combo once.. It's like 100x render time multiplier. I was trying that 'invisible surface/volumetric inside' trick.
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2020-11-25, 10:19:26
Reply #142

cjwidd

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Yeah I tried using similar killer combo once.. It's like 100x render time multiplier. I was trying that 'invisible surface/volumetric inside' trick.

lol yeah that's exactly what I was trying to do and it just hasn't really worked as expected.

Trying something different with basically just vol. scattering and it seems to be working better.

2020-11-25, 10:28:08
Reply #143

Juraj

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Exactly. Both my client and Veronika told me the result looked like alien crap and instead switched to full-scale geometry scattering (of fibers inside volume).
Which produced billion polies, render-multiplier still something like 5x at least but looked good.
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2020-11-25, 22:34:19
Reply #144

cjwidd

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switched to full-scale geometry scattering (of fibers inside volume).

TyFlow or Forest Pack for scattering, j/c?

2020-11-28, 02:06:57
Reply #145

cjwidd

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Sweater
Model / textures: Friendly Shade
Hair / fur: Ornatrix


2020-12-01, 10:33:33
Reply #146

Bormax

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This looks great!

2020-12-01, 12:10:32
Reply #147

cjwidd

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Thanks Bormax, obviously credit to Friendly Shade for the model and texture set.

I had a harder time creating a shader to represent the cozy / fuzzy / fabric feeling of a chunky knit sweater than I expected, but I feel like this comes close.
« Last Edit: 2020-12-02, 09:24:40 by cjwidd »

2020-12-03, 21:41:32
Reply #148

wilbertvandenbroek

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The sweater is awesome. I'm also working with clothing renders and have just subscribed to Ornatrix. Any tips for a newby on how to go and create such a fine woolly cloth?

2020-12-03, 23:12:25
Reply #149

cjwidd

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Hair / Fur with Ornatrix is super easy, but remember that hair / fur is scale dependent so be cognizant of the Xform of the object being groomed etc.

Ornatrix and hair / fur grooming, in general, requires some experimentation to get the right look for the asset. I've attached the groom for the sweater here (see attached).
« Last Edit: 2020-12-04, 10:40:12 by cjwidd »