Recent Posts

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Work in Progress/Tests / Re: Juraj's Renderings thread
« Last post by TomG on Today at 12:32:56 »
In the workflow I tested, I was using upscaling inside ComfyUI (so, Stable Diffusion run locally). I did indeed crop the whole person (and some surrounding area as it was a crude rectangle mask, which I would mask out when overlaying into the image, so I drew the more detailed mask at the end as it happens :) ), as I wanted to improve the skin and clothing overall as well as the all-important face. Hope this helps!
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Work in Progress/Tests / Re: Juraj's Renderings thread
« Last post by dj_buckley on Today at 12:15:39 »
I will leave Juraj to comment on his workflow :) I have tested something similar this last week though, using ComfyUI, and I can say that trying to do "face improvement" at 512x512 does not work, it just uglifies things :) For me I had to take a crop of my test image which ended up being 374 x 669, upscale it through a 4x upscaler to 1496x2672, then pass that through the Realistic model with 0.49 denoising, and then it improved clothes and faces. Trying to do that on the original crop with no upscaling just made things worse - so in the way I had things set up, a) you are not limited to 512 at all and b) 512 makes things worse.

This may be dependent on GPU memory though.

For interest, this was on a 4080 laptop GPU with 12GB memory, with similar performance seen on a 3070 Ti desktop. It was about 60 seconds to process the crop (that is to upscale it with a face sensitive upscaler, and then feed it through the model, combined in that time)

Also Tom (sorry to hijack the thread a bit here feel free to move into a new thread), i'm assuming here that your crop was of the whole person, so in effect the face was much much smaller than 374 x 669 crop.  The upscale then allowed the 'face' to fill the 512 marquee better in the resulting 1496x2672 image giving more starting fidelity for SD to work with?
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Hardware / Re: Threadripper issues
« Last post by gmh_2001 on Today at 11:06:36 »
@maru Do you have 3990x and 3970x machine on latest build Win 11 and latest bios/chipset drivers etc..to test these files?
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Hardware / Re: Threadripper issues
« Last post by gmh_2001 on Today at 11:03:59 »
I can't share the files due to NDA. So I will have to create a test file to upload..
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Work in Progress/Tests / Re: Juraj's Renderings thread
« Last post by dj_buckley on Today at 10:38:27 »
upscale it through a 4x upscaler to 1496x2672

Hey Tom, are you referring to an  external upscaler like Topaz here or an AI upscaler inside Stable Diffusion, just wrapping my head around all this stuff
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[Max] I need help! / Re: Converting materials from Blender
« Last post by romullus on Today at 10:14:54 »
You would need to plug supplied opacity texture in the material's opacity slot. It also could be a good idea to plug that material into Corona rayswitch material and populate all its slots except GI, so that your floating decals won't cast the shadows.
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Gallery / Re: Minimalist Bathroom
« Last post by Pooya Madani on Today at 06:44:12 »
Great renders. beautiful lighting. How did you achieve the tiles? it has variation and looks good.
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[Max] I need help! / Re: Black rectangles in saved images
« Last post by Pooya Madani on Today at 05:29:48 »
Thank you, It has been working fine after installing the hotfix.
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[Max] I need help! / Converting materials from Blender
« Last post by britbunkley on Today at 04:37:07 »
I imported a model that I bought made in Blender into 3Ds Max 2024. I imported the FBX (obj would not work with an error meshName=shapeName when importing OBJ). I used the relink bitmaps script. The materials came into Max, but what the original maker said were alpha maps came in as what seemed to be separate materials laying over the pavement and walls instead of blending onto the walls and pavement.

Any ideas on how to attach these alphas correctly?

I've attached the original image rendered in Blender, the one in Max, after importing bitmaps into the FBX file. And a screenshot of the material layout in Blender (which I am a newbie at)..and one of the alpha files.  The original artist said "Use "alpha " image textures for cutout opacity map". Are there tutorials on this?
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