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I've mentioned that I usually have to do some gamma correction in postwork, and so I've tried to increase gamma for the env. shader with HDRIs. Haven't really worked out though. Maybe the blackbody fix for the surfaces will help? For the whitebalance with the above scene I think it's simply reflections behaving differently due to change of BRDF? The HDRI is rather cool.
Will post another test render soonish:)
Very much looking forward to seeing some stuff from you:) Hope you got everything sorted!
...I actually have the base bus stop test scene saved (sans the older woman and shopping cart in the background). I need to find and install all the components I used so that when I reload it, I don't get a bunch of grey boxes. Some of the props are freebies so I need to hunt those down and install them again (as well as re-skin the bus as I lost the texture I made).
Hard to say since each HDRI is different. So, if you're changing gamma in postwork, do you do it because it's too bright or too dark? If it's too dark, then the HDRI probably doesn't come with a lot of range and most likely best be used as background. You can always use a 2nd environment sphere with overexposed settings to add more diffuse light.
I don't think so. The temperature / white balance isn't applied to the envionment sphere ambient output. They only work on diffuse, be it on the environment sphere or any surface with AWE Surface. But you can always tint the ambient if you like.
Doubled shadowsamples. It really seems the new build renders with twice the speed of the old build And obviously I was right about the BRDFs and whitebalance, things are back to normal. Also it seems the blackbody thing has improved the overall gamma! Did an auto adjust for this render and it didn't do much at all! NICE!!!
I guess he likes it. That's the reason why I'm pretty confident about comparing 3delight render times on CPUs with iray on GPUs. And I'm taking into account my machine is on a pretty old setup. If anybody has a Ryzen 2700 or better, render times will be at least half of what I'm seeing now at pretty much the same power consumption.
Really? On CPU, definitely! I've seen people mentioning crazy fast rendering times with rather complex scenes. There's this one guy doing animation with Iray, he's talking about 30sec/frame for quad HD pixelsize I can't match that even with dumbed down vanilla rendering, maybe if I skip ambient occlusion alltogether and use fake bouncelight with no raytracing...but he obviously knows how to optimize things. Haven't seen what it looks like, though. A vendor that makes those large environments mentioned doing promos in about 10min, which is ridiculous.
Well after doing a handfull of testrenders I can already see a definite improvement:)
Made some adjustments to the surfaces. Rendered this one in progressive mode and 10x10 pixelsamples. Slightly faster but a little more noise, should have upped shadow samples more. It's a shame that progressive mode resets the pixelfilter. Anyway, I feel the adjustments I make to the surfaces make more sense now. Testing continues;)
Couldn't resist picking this up, in the fast grab now I seem to have a weakness for really old and outdated stuff Pleasent surprise, many morphs and nice rigging, easy to pose. Couldn't find a Hydra awe preset so had to convert it manually It comes with diffuse- and bump textures, used the bump for displacement, worked like a charm:) No gamma issues, so your tweaking really seems to have done the trick, wowie! Much easier to find a good balance:)
It's like it's missing both low and hi end.
Hmm I somehow missed your post:( Basically I've increased contrast and brightness a bit, and most HDRIs are from HDRI Haven so should be descent quality, I always look at the specs before downloading any of them. Most of them have "very high dynamic range". I asked you about this a while back and you said gamma adjustment should affect global illumination, did I miss something?
So when I change the temp for the aweEnvironment light node it only affects diffuse for every surface that uses diffuse, that's what you're saying? So for a true temp change I need to adjust the ambient color as well?
Sorry for all these stupid questions but I need to be sure I understand:)
Edit: After giving this a little more thought, if I want a cooler overall lighting, adjusting the temp of the aweEnvironment and/or arealights should be enough, that should affect all diffuse surfaces and the indirect light that bounces off them. Thus affecting the ambient light in the scene. Only surfaces not affected would be metals, glass, water that have no diffuse active + surfaces with the environmental shader that doesn't have diffuse active. Correct? So what advantage would it be to tint the ambient color for the env. sphere? I've done that many times, just don't really undrstand the difference between tinting the diffuse color or the ambience color, if the ambient input uses the diffuse output:D
Yes. Specular will not be affected, though reflection will be indirectly affected since any reflection of the diffuse will be affected.
Depends on what you want. If you want to retain a neutral white balance, then your light, be it from ambient or light shader, needs to be adjusted. If you want your white to be slightly warmer when you use a warmer white balance, then there's no need to adjust light temperature.
Think of this way. Temperature on the AWE Environment light is going to affect both indirect diffuse and direct diffuse. Temperature on your lights is going to affect (mostly) direct diffuse.
Some of that "old and outdated stuff" is actually timeless. Like the hydra.
The problem is, like, the wheat from the chaff, that sort of thing. Which actually applies to content released in 2019 as well, of course.
I was lucky with this one though:)
Tks, got it!
OMFG! Just started playing with the animateable surfaces...need I say more
I'm on my old laptop atm. and don't have key/graphmate installed, wondering if the keyframes show up and can be edited? Anyways, having loads of fun:) Endless possibilities...
The story only gets better, just saw this:
Render script have been updated to support rendering of Garibaldi hair.
Copied this from the freebie thread, tks wowie!
AWE Surface 1.2
Changelog
You can find the transfer script inside the file 'AWE Transfer Uber.zip'
AWE Surface 1.1
Changelog
I'm thinking it should be possible to support texture sheets for importing short animated loops. Should be useful for fire based light (campfire, torch etc). But it wouldn't show up in the viewport.
Or do a blend between textures.
Gotta thank Mustakettu and totalbiscuit for that. I just pasted a line into the script.
Hey, that would be truly awesome.
...JOY!!!!!!!!
Thank You Mustakettu&totalbiscuit
Trying to create some underwater ambience.Simply instanced the fish to get a sense of depth. Lighting is an environment sphere with a black to white gradient + a very large horizontal emitter plane on top. Fiddled with the diffuse and ambient color for the env. sphere along with temperature for the aweEnvironment. In the absence of volume shaders I had to come up with something that kinda works, using transmission absorption. Rendertime with 10x10 pixelsamples still only 15 min. Feel free to tell me this is not the way to do it
...ooh tuna. I just picked it up with a bunch of other fish in a PC+ special deal.
I'm beginning to think this is actually working
Hmm after two days with the new build I have to say everything looks much cleaner, specular highlights, shadows, less noise, adjustments to surfaces make more sense, rendering is faster, wow...now I just need to find that hidden "make art" button
Thank you. That's exactly how I felt after finding out the subsurface absorption thing. What we have with AWE Surface, aweShading Kit and 3delight now is a very fast, robust, powerful, consistent tool.
Is it me or all types of lights, shaders, setups now works with AWE surface ? And it is faster
Hmm, found an issue...animated surfaces won't save with the scene. So if you do something more complex, be sure to render it out and don't close the scene until you're certain i'ts a keeper!
Here's an easy workaround. Create the loop with your animated properties. Once done, save shader preset(s) for each of the keyframe. That takes care of settings for each keyframe.
Next, use the pose preset to simply mark frames. Create a puppeteer dot for your object. At each keyframe, click on the dot so DS timeline will save settings for that object transform properties for that frame. Save that out as an animated pose preset.
With a new scene, you can simply apply the animated pose preset to add marked keyframes on the timeline, then apply the shader settings per each created keyframes.
It maybe possible to actually save out an animated surface properties preset, but that means creating a new preset type for DS. Probably via a script. But right now, the above process works.
Just curious, what kind of lights/setups didn't work with before?
Yes. Like I said before, it is actually possible to get it rendering even faster (at least for diffuse/global illuminatio), but I haven't figured out how to do it properly (yet).