The Official aweSurface Test Track

1505153555666

Comments

  • Sven DullahSven Dullah Posts: 7,621
    khorneV2 said:

    nice renders

    Thank you!

  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    Another experiment/WIP...

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    Psyberia 1 awe.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    Had to take a closer look at my new creation:) Think I finally found a formula for rendering Garibaldi hair with AWE Hair, basically set hair color to pure white, zero out melanine settings, turn off spec 1, set spec 2 roughness (both of them) to a fairly high value, adjust translucency to your liking, and, the most important thing, set AO distance to lowest possible! In the GB editor use very light and unsaturated colors!

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    Psy-B awe.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    ...

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    Psy-Berian Night awe.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    New guy in the making...

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    Johann awe.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    Tweaked the chainmail maps and made some additional ones...

     

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    chainmail fix awe.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    Ready for duty:)

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    Johann 2 awe.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    One thing leads to another;)

    Untouched render and a slightly bloomed version:

    image

    image

    Forrest meet awe.png
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    Forrest meet pp awe.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    @wowie

    I ran into some serious noise problems with this scene and wonder if you have some tricks up your sleeve;)

    Light setup: The ceiling spots use the environmental shader with only camera visibility. I placed a one poly Area PT plane below each, doublesided with low intensity for the up side, seven of them in total. The exterior light is the environment sphere (png) with reflection and camera visibility on. And a one poly plane, fairly large, a couple of meters from, and slightly above the windows to simulate the dome light. It has the same png inserted into light color, and tiling adjusted so only the sky portion is showing. Here is the first (overnight 8.5 h) 2048 Irradiance samples non progressive 10x10 PS renderlaugh:

    image

    So there is this really ugly noise all over. Thinking it must be the exterior light messing it up I turned off dome reflections and the emissive plane, did a progressive re-render (unfinished 1.5h) and yeah the noise level seems normal for a progressive render and the surfaces behave as expected.

    image

    The windows use opacity, obviously with a mask for the text, and translucency to brighten up the opaque parts. Turned on the external plane and did a spotrender of the kitchen region and the noise is back.

    image

    I really need the environmental light to come through the windows so asking for a bit of guidance;)

    Edit: A bit surprising... turned off the plane and set the env. sphere occlusion/indirect light and reflections on, seems to work fine so the plane is obviously the thing not working here...

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    The Diner 2 awe.png
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    The Diner 2 awe no ext light progressive.png
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    The Diner 2 awe progressive ext plane.png
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    The Diner 2 awe progressive ext dome.png
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    Post edited by Sven Dullah on
  • khorneV2khorneV2 Posts: 147

    excellent  laugh

    @wowie

    I ran into some serious noise problems with this scene and wonder if you have some tricks up your sleeve;)

    Light setup: The ceiling spots use the environmental shader with only camera visibility. I placed a one poly Area PT plane below each, doublesided with low intensity for the up side, seven of them in total. The exterior light is the environment sphere (png) with reflection and camera visibility on. And a one poly plane, fairly large, a couple of meters from, and slightly above the windows to simulate the dome light. It has the same png inserted into light color, and tiling adjusted so only the sky portion is showing. Here is the first (overnight 8.5 h) 2048 Irradiance samples non progressive 10x10 PS renderlaugh:

    image

    So there is this really ugly noise all over. Thinking it must be the exterior light messing it up I turned off dome reflections and the emissive plane, did a progressive re-render (unfinished 1.5h) and yeah the noise level seems normal for a progressive render and the surfaces behave as expected.

    image

    The windows use opacity, obviously with a mask for the text, and translucency to brighten up the opaque parts. Turned on the external plane and did a spotrender of the kitchen region and the noise is back.

    image

    I really need the environmental light to come through the windows so asking for a bit of guidance;)

    Edit: A bit surprising... turned off the plane and set the env. sphere occlusion/indirect light and reflections on, seems to work fine so the plane is obviously the thing not working here...

    image

     

  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020
    khorneV2 said:

    excellent  laugh

    Tkssmiley

    Here's an updated version using only the environmental sphere for external light. Not totally happy, I think the lighting in the original looked better, on the other hand noise levels are acceptable this way...I'll try to make the emissive plane work by scaling and moving it around a bit.

    2048 Irradiance samples non progressive 10x10 PS, full HD size, 7 hours 48 minutes 44.12 seconds:

    image

    The Diner awe.png
    1920 x 1080 - 3M
    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    Character updated to the new awe build...err...no, his name is not Clark, it's Vincesurprise

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    Vince awe update.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    Sven is finally getting ready for his second presidential campaign...a bit late as usual. The first run ended in disaster, we'll see how it goes...

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    TEUF AWE.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    Sven is finally getting ready for his second presidential campaign...a bit late as usual. The first run ended in disaster, we'll see how it goes...

    Obviously things went south right from the start...

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    DORPODON AWE.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited October 2020

    ...another dude...

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    STURE 1 AWE.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited November 2020

    ... and all dressed up...

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    STURE AWE.png
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    Post edited by Sven Dullah on
  • wowiewowie Posts: 2,029
    edited November 2020

    @wowie

    I ran into some serious noise problems with this scene and wonder if you have some tricks up your sleeve;)

    Light setup: The ceiling spots use the environmental shader with only camera visibility. I placed a one poly Area PT plane below each, doublesided with low intensity for the up side, seven of them in total. The exterior light is the environment sphere (png) with reflection and camera visibility on. And a one poly plane, fairly large, a couple of meters from, and slightly above the windows to simulate the dome light. It has the same png inserted into light color, and tiling adjusted so only the sky portion is showing.

    Noise will always be a problem in that kind of scenario. Easiest fix would be to add an emitter with low intensity near areas where you see the moist noise. So, use the first setup and add another emitter near the counter. What might also help is to check whether or not the noise is from specular/reflection or diffuse. From the looks of it, its specular and raising irradiance samples to 2048 won't really change anything.

    In short, if the noise is from specular/reflection, you should just add an additional emitter. You can make the emitter larger with low intensity scale, so the specular have less focused highlights.

    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    @wowie

    I ran into some serious noise problems with this scene and wonder if you have some tricks up your sleeve;)

    Light setup: The ceiling spots use the environmental shader with only camera visibility. I placed a one poly Area PT plane below each, doublesided with low intensity for the up side, seven of them in total. The exterior light is the environment sphere (png) with reflection and camera visibility on. And a one poly plane, fairly large, a couple of meters from, and slightly above the windows to simulate the dome light. It has the same png inserted into light color, and tiling adjusted so only the sky portion is showing.

    Noise will always be a problem in that kind of scenario. Easiest fix would be to add an emitter with low intensity near areas where you see the moist noise. So, use the first setup and add another emitter near the counter. What might also help is to check whether or not the noise is from specular/reflection or diffuse. From the looks of it, its specular and raising irradiance samples to 2048 won't really change anything.

    In short, if the noise is from specular/reflection, you should just add an additional emitter. You can make the emitter larger with low intensity scale, so the specular have less focused highlights.

    Yep it's specular noise, I'll try adding another emitter, tks!

  • Sven DullahSven Dullah Posts: 7,621
    edited November 2020

    Testing another V4 morph and skin on G1...Celebrity Lola

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    Lisen awe.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited November 2020

    Working on a snow preset for some alien stuff. Testing using a normal map in the anisotropy direction slot...so not sure what I'm doing as usual, needs some more tweaking for sure:) And need to find or make a good displacement map.

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    MAP plants and snow pp awe.png
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    Post edited by Sven Dullah on
  • khorneV2khorneV2 Posts: 147

    Working on a snow preset for some alien stuff. Testing using a normal map in the anisotropy direction slot...so not sure what I'm doing as usual, needs some more tweaking for sure:) And need to find or make a good displacement map.

    image

    great ! laugh yes

  • Sven DullahSven Dullah Posts: 7,621
    edited November 2020
    khorneV2 said:

    Working on a snow preset for some alien stuff. Testing using a normal map in the anisotropy direction slot...so not sure what I'm doing as usual, needs some more tweaking for sure:) And need to find or make a good displacement map.

     

    great ! laugh yes

    Tkssmiley, here's an update:

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    Alien plants snow awe.png
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    Post edited by Sven Dullah on
  • khorneV2khorneV2 Posts: 147
    Looks lovecraftian to me ????
  • Sven DullahSven Dullah Posts: 7,621
    khorneV2 said:
    Looks lovecraftian to me ????

    Interesting that you mention this. I occationally try to picture the feeling we humans get when faced with the unknowable (or the unknown). I usually fail miserably, of course, but I keep trying:) It's not easy to capture something that basically can't be thought of or spoken aboutsmiley. Tks for commenting, very inspiring:))

  • khorneV2khorneV2 Posts: 147

     

    khorneV2 said:
    Looks lovecraftian to me ????

    Interesting that you mention this. I occationally try to picture the feeling we humans get when faced with the unknowable (or the unknown). I usually fail miserably, of course, but I keep trying:) It's not easy to capture something that basically can't be thought of or spoken aboutsmiley. Tks for commenting, very inspiring:))

    I am looking forward to see those artworkS  laugh

  • Sven DullahSven Dullah Posts: 7,621
    edited November 2020

    I wanted to see how the M4 Vladimir skin works with awe, then figured I'd rather use it on Genesis1 so transferred the morph. Now they seem to have a small dispute about who is the real Vlad and who is fake...(M4 on the right). To be fair, I didn't attempt to make an exact copycool.

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    The Vlads pp awe.png
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    Post edited by Sven Dullah on
  • wowiewowie Posts: 2,029

    Uploaded an update to the kit to my Google drive and other places. The manuals have been updated, but feel free to ask/post your questions to me, here or directly.

    Many thanks.

  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    Uploaded an update to the kit to my Google drive and other places. The manuals have been updated, but feel free to ask/post your questions to me, here or directly.

    Many thanks.

    Thanks wowie, appreciate that:)

  • mindsongmindsong Posts: 1,701

    ++, tnx

    btw, still waiting for that beer money link...

    'tis the season,

    --ms

  • Hi. How can I get rid of green-gray occlusion in skin tone, when using AWE surface?



    When I use AWE distant light with Ubershader or PWtoon it works fine and shows awesome speed. With other AWE lights and emiting surfaces those shaders don't work.

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