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Much appreciated!
Tks for sharing:) Can't wait to get my hands on it. Sheen sounds very interesting. Is it an on/off feature or slider controlled?
...a WIP, still not happy with the skin, think I overdid SS slightly, and that darn in ear thing wasn't adjustable, have to find another one, only she barely has ears, so I may have to find another approach to the whole thing
It's kind of funny that wowie is about to release a shader for strandbased hair, at the same time DAZ releases a beta version with built in strandbased hair
I get a severity 2 error message when trying to use specularity/reflection on the environmental shader: The specified distribution ashikhmin-shirley was invalid. (in shader wowie/aweEnvironmentSphere on object shapematerial xxx) And spec/reflection doesn't seem to render on either the environmental shader nor the awePT areashader. I know about using geoshells as a workaround, just a heads up;)
So I found a working headset and worked with the skin a bit, now I need to get her a better outfit, looks terrible close up Any tips on a formal looking uniform, maybe for G3F, would be most appreciated;)
A stupid typo mistake on my part. Fixed a while ago though.
Great, tks:)
@wowie
Any news on this problem? It's getting slightly annoying...running into the same issue over and over again
And how's that new hairshader progressing? It's been a while, hope you're doing fine
Some stuff I picked up during the sales...the Alpha Base...
No longer a problem on the new build. But there were other issues I ran into that took a long time to figure out.
Basically, it's done.
Basically, I want it now!
Have to make sure there's no bugs out of left field.
Actually encountered one several days ago. So, does anyone have experience of DS just crashing when starting a render with a particular prop and AWE Surface?
Not with a particular prop, but I can't render two scenes in a row with scripted pathtracing, without DS just shutting down, no warning. I have to restart DS to be able to do next render. Vanilla renders, no problem.
OK. I think i've found something interesting. At times, 3delight seems to be 'stuck' when rendering a particular bucket. If you do experience this, try checking if the material/surface zone visible in the bucket have both bump and displacement enabled. Current workaround seems to be to just enable either bump or displacement. The render only seems to get stuck when both are enabled.
Tks, I'll keep that in mind for the next time a render stalls;) But in my experience it only happens when using BRDFs other than the default AshikhminShirley one. And it's not consistent, sometimes using the classic ones works just fine;)
Well, just finished testing out the newest build. AWE Surface now employs smarter, stratified sampling for most raytracing operations (reflections, GI and subsurface). As a result, render times have improved and are down to 25 to 30 % less using the same samples settings.
Also, Hue, gamma and saturation correction of base/diffuse textures.
You can use the filter value to selectively mask parts of the texture you want to adjust. The filter is based of luminance/brightness. Technically, I can even add an optional texture mask so you can customize the selection even further.
I found using the gamma and saturation settings together can help raise the brightness of textures. Plus it's technically the correct way to do it, rather than pushing diffuse strength above 100%.
Wow this looks really useful And cutting rendertimes again, where will it end?
Still needs to test it out a bit more. But here's another sneak peek of the revised subsurface. 10 min 38 secs at 8x8 pixel samples. Used 2048 irradiance samples, but I forgot to use higher samples on the hair.
Tks for sharing! So, if I may be so curious, what are the major changes you've made to SS? Any idea when the new build will be available?
Rather than just adding the sum of SSS and diffuse with weights, the shader also now takes into account index of refraction. There's also some weight shaping so there's more saturation on parts that are less lit and texture saturations gets piped into subsurface absorption values used by subsurface.
Still tweaking it and render time/quality. The hair shader also still has some noise, so that needs additional work.
Roughly 9 min, 8x8 pixel samples and just 512 samples.
I seem to have trouble getting HDRI light to work with skin. Generally I've started to use arealights combined with HDRI more and more, as that concept seems to yield better results. Here I once againg tried to use pure HDRI light. Started off with shadow- and SS- samples at 2048. Very grainy result. 4096/4096, still grainy. This was rendered with 8192/8192 and 10x10 pixelsamples, non progressive. Still very grainy if you look at her legs and shaded areas. Any tips? Am I doing something wrong? Should I use 16k samples. This render with just a single character already took a good hour to render. When using arealights 2048/2048 usually is enough to get a clean render.
"Shadow" samples? Like, the shadow samples in the render settings? They are not used for pathtracing at all.
Or do you mean irradiance samples in the surface tab? These are the samples that control actual diffuse lighting. Since all SSS starts with a diffuse pass internally, these are very important for the end result.
Irradiance samples;) Used 8192/8192 for skin surfaces, 2048 on the hair and clothes.
Some more info:
The HDRI is from HDRI Haven. Those HDRIs are usually of good quality but maybe this particular one was not, so will try another one. The awe Environment exposure was set to 5, no other changes. The environment sphere exposure was set to 1 with a gamma of 1.6. I usually end up using gamma values of 1.4-1.6 because values of 1 will create a slightly washed out look.
Aha, then these are really high.
I'd suggest first disabling SSS and rendering her with just diffuse. If the issue persists, try to figure out if it's related to bump or specular (disable these one by one and see).
If it's not any of these, the HDRI itself may be a problem, especially if you had to mess with its exposure etc.
Basically why area lights tend to sample better: they are huge, they are uniformly bright and they are solid colour. HDRIs have all those colour gradients and sharp transitions of variable brightness. Inherently problematic, and might be even more so if you sample them from geometry when you have already applied some math to the values.
Ok I'll look into it, tks;)
The HDRI is fine. Seems like it was an issue with specular settings and/or maps, possibly also some DoF issues. Ended up removing the specular maps and tweaking roughness and strength to compensate. Settled for 4096 Irradiance- and 2048 SS samples, increased bump strength and adjusted some SS settings. Used 12x12 pixelsamples and set specular bounce depth to 16, still rendered twice as fast as yesterday's version. I think it looks a bit cleaner but something got lost in the process, maybe I need to look at the SS settings once more.
Tks Kettu for educating me once again=) Most appreciated!
Yes. In a HDRI lit scene, SSS is rather prone to noise at the default samples. You need at least 1024 subsurface samples, with at least the same amount of irradiance samples.
I'm planning to add additional controls for AWE Environment so you'll have the ability to separate exposure/gain/gamma/saturation for specular(what's visible in reflection) and diffuse(what's visible to global illumination). It will still be using the same texture though.
Should be much more convenient thatn using a secondary environment sphere.
Nice! You can never have too much control IMHO=)