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Yeah just like that Excellent stuff
New Sawmill version;)
Was about to add the crane to the sawmill environment but got carried away...
..better, though there is still "banding" on the outside of rhw logs in the foreground pile
Yup infact they are all identical, just scaled differently, and only come with diffuse and normalmaps, so should replace them with something a little bit more believable
On the other hand this set is not a resource hog, no problems loading it and moving around the scene etc;) Two sides to everything, eh?
...I wonder if there is a bark shader you can use, that would do the trick, Or maybe just changing the tiling density/ratio.
The logs have only one materials zone, so I'd have to create separate zones for the bark and the wood, then play with tiling parameters;) Totally doable, and maybe create bump and displacement maps from the diffusemap too, I'll look into it because you're right, they look pretty bad...or I'll just replace that pile with something else ...nah a sawmill without logs is like coffee without milk, I'll have to deal with it, tks for pointing that out!
...the best way to create separate material zones would be to use the Geometry editor.
These might come handy for those types of surfaces. http://docs.daz3d.com/doku.php/public/read_me/index/16382/start
Always wanted for AWE Surface to have something similar.
This is me playing around with UV projection mapping. Planar, Ball and Spherical mapping. Haven't gotten around to doing cube and triplanar yet. Should also help with stuff that has no UV. Thinking about adding the ability to randomize the tiling with rotation and flipping.
Mmmh that's interesting for sure:) I've seen the product but obviously missed the point totally
Would love to see those features in aweSurface!
About randomizing; I've tried using the coat with its independent tiling to hide repeative patterns on for example ground planes with some luck, but the possibilities are somewhat limited;)
Naive tiling will actually always produce a very repeatable pattern. One way to break it up is just to offset the UV coordinates of each tile. One tile may have the original pattern, others would have different coordinates, though its still the same texture.
Something like this :
OK. Got triplanar mapping working.
Had to tweak the code so it will relatively have the same UV tile if you use the original UVs.
On props/objects without UV, the textures won't show up correctly in the viewport. Only in renders.
720x1280, RaytracerFinal (8x8 pixel samples), 2048 irradiance samples. 8 min 25 secs and 8 min 33 secs.
Only now noticed the ears:) Sweet I figure this opens up a whole bunch of new possibilities...less is not always more
Limitations of openGL?
Had another look at the sawmill..there are actually 3 log props and the pile of logs which is one object, everyone sharing the same texture. I chose one of the logs and created a new mat zone for the ends, made it possible to slightly alter the tiling for the bark, but not enough to make it work properly:( I don't have any bark shader presets, so will have to come up with something else...oh well...replacing them seems to be my best bet
Newest version of my "savage" character, tweaking continues...seem to have lost his lashes in the process, LOL
Question: When rendering with only HDRI lighting, I've noticed that I generally have to make gamma correction in postwork (increasing contrast typically). So lately I've tried to increase gamma for the environmental sphere from default 1 to maybe 1.3 to see if that would bring me closer to the final result. Yeah it affects the appearence of the background image but I'm not sure if it also affects global illumination? Or are there any other settings either with lighting or surfaces I'm missing?
...aaand another update, just some minor tweaks to the skin and fixed the lashes, think he can be let out into the wild now
...he looks really good
Tks, yeah old tech (G1 & Gen4 textures)but still kicking:)
More like limitations of the OpenGL shaders used by DAZ Studio's viewport.
It should affect GI, though the amount will vary. Remember that gamma alters the curve, not the maximum intensity. If you use gamma and gain (or exposure), the final intensity will be higher.
Contrast is basically similar to gain, except you add an offset to the minimum point. As you might have guessed, offset simply adds or subtracts a given amount of brighness from the input.
To get around the overblown background, use two environment sphere. For the first one, disable Visibility - Camera & Visibility - Reflections & Refractions Vso it does not appear in the render, but make sure it contributes to GI by enabling Visibility - Occlusion & Indirect Light. For the second one, enable Visibility Camera but make sure it does not contribute to GI by disabling Visibility - Occlusion & Indirect Light. Only enable Visibility - Reflections & Refractions on this environment sphere.
An alternative would be to enable GI contribution on both sphere, so they'll add up.
Edit:
Just tested out the new build. AWE Surface 1.3 is almost ready. New features are normal mapping, vector displacement (big thanks to Mustakettu), camera based exposure limit controls and UV projection mapping. It also on average 20% faster than the 1.1 version. But that's not the best part.
Test render with 128 samples (default) - 1 min 10.78 secs
Test render with 2048 samples - 1 min 36.89 secs
If you want to get rid of the noise completely with 8192 samples - 3 min 31.19 sec
All with 8x8 pixel samples.
Tks very much wowie!
Great news one the new build! Please tell me there will be an update through DIM
This update will be released through DIM. It also comes with some further bug fixes. Subsurface should render in high quality and less noise (if any). I'm thinking about RAMWolff's request about more translucency. I think I've found a way to add additional translucency controls, but I haven't tested it out yet.
Edit:. Ah, sorry my idea didn't work. So no change in that front.
You totally made my day, can't wipe that silly smile off my face
Revisited the Misty River Gorge by Stonemason. I only used normal maps this time, no bump or displacement. Found out you need to enable the "use face forward" for every surface using normal maps, to avoid black spots. Rendered at 12x12 pixelsamples/1024 irradiance samples.
Using the environmental shader and motion blur to create a shortcircuit:)
Did some proper testing with the final update build. I reworked some of the optimizations seems they're way too complicated and rather prone to noise. With this new build, most of the noise should be gone at 2048 samples. You can still use higher values if you want. I've also made some changes to how translucency is handled when UseFaceForward is enabled, so it renders a bit faster.
Used my test scene with two nude figures, one with hair. Mostly to see render times with SSS and opacity. Used just a single emitter and no HDRI. The environment sphere is set to diffuse.
First, rendered at 4x4 (RaytracerDraft) at low resolution (338x600). 128 samples - 1 min 48 sec, 512 samples - 2 min 30 sec, 2048 samples - 5 min 6 sec, 8192 samples - 6 min 58 sec.
With 8x8 pixel samples (Raytracer Final) at 720x1280 or 4 times the amount of pixels. 128 samples - 10 min 30 sec. 2048 samples - 22 min 10 sec. I didn't test 512 samples, but it likely will be in between. With 8192 samples, render time is 34 min 40 sec.
Tks for the update, very much looking forward to testing the new build:)
The Nirvana Chess Cafe...an old scene...took on the task of converting it to awe. 18 Genesis1 characters, all except one fully dressed and many with hair:) I made the original using UE2 and the RR3, rendertime IIRC 15 hours or something like that. This took about 35 min. at 10x10 pixelsamples and 128 shadowsamples. This is very much a VIP, just a rough conversion, but very happy that my shaderwork with the grid dude seems to translate well, and render fast
Team Buddha...still a lot of adjustments to make, but totally blown away by rendering speed (and still on the old build), 59 min
Realized SSS scale is absolute, not relative, correct? Have to look into that, SSS is slightly overdone Buddha is natural size, the game characters scaled down.
rendertime 50 min
...that's really cool.