Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights. Very cool for interior renders. Only 1 light used in this scene, no light tricks.
This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?
Iray will render out in 32-bit canvases:
Render Settings -> Advanced Tab -> Canvases Tab
Check Canvases and then click the "+" sign to add a beauty canvas.
HTH.
- Greg
Both do the full dynamic range under the hood, blender's tonemapping for the transformation to what we see and eventually output as a non-32bit image is a bit better the whole "filmic" thing uhh does stuff that more closely emulates how cameras work, you can make things a bit better in Iray by turning burn highlights clamp shadows almost all the way off (which I do) or export out the exr and then tonemap that in Blender (or something else with better tonemapping than Iray) which I also do.
seriously though I wish DS had better defaults for burn highlights/crush blacks
its not the clearest example but compare
Straight out of Iray
Tonemapped in blender (note how the bright and oddly super saturated yellow highlights on the forehead have gone away, I dont even think I adjusted the white value or anything either)
The reference, which also doesn't have bright yellow saturated forehead highlights
obviously you can take the iray output and manually adjust it to look nicer, but I find blenders tonemapping makes a nicer base that I don't have to work as hard to make nice
generally speaking Blender's tonemapping -easier to use stonger lights without blowing out bits of your image in a really ugly way
That's just amazing. Really have to dig in deeper to get such great results in Blender.
Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Hair and skin look good. I think particles definitely have an advantage over transparancy maps.
Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good. At some point in time I will try to animate it :)
Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Wow! Cinus, your hair conversion looks amazing. Any chance you will share or sell to the rest of us?
Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Hair and skin look good. I think particles definitely have an advantage over transparancy maps.
Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good. At some point in time I will try to animate it :)
It is utterly amazing. 19.4 million particles in total, vram usage was 3.5 gigs for everything.
Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Hair and skin look good. I think particles definitely have an advantage over transparancy maps.
Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good. At some point in time I will try to animate it :)
It is utterly amazing. 19.4 million particles in total, vram usage was 3.5 gigs for everything.
Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Hair and skin look good. I think particles definitely have an advantage over transparancy maps.
Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good. At some point in time I will try to animate it :)
It is utterly amazing. 19.4 million particles in total, vram usage was 3.5 gigs for everything.
Great grass! The particle system looks very promising!
Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Wow! Cinus, your hair conversion looks amazing. Any chance you will share or sell to the rest of us?
@Leonides02 Thanks! The converter is very much experimental at this stage. It's also part of a larger plugin i'm working on that has lots of other experimental stuff that is not ready to be shared (and may never be :).
If I find some time I will extract the hair converter from the plugin and share it as a stand alone plugin.
Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Hair and skin look good. I think particles definitely have an advantage over transparancy maps.
Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good. At some point in time I will try to animate it :)
It is utterly amazing. 19.4 million particles in total, vram usage was 3.5 gigs for everything.
@Leonides02 Thanks! The converter is very much experimental at this stage. It's also part of a larger plugin i'm working on that has lots of other experimental stuff that is not ready to be shared (and may never be :).
If I find some time I will extract the hair converter from the plugin and share it as a stand alone plugin.
Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Wow! that is an excellent conversion
one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)
Disirregardless, that still does just look amazing!
one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)
Disirregardless, that still does just look amazing!
Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Wow! that is an excellent conversion
one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)
Disirregardless, that still does just look amazing!
But Blender has several settings for the root/end diameter of the strands, as well as the cap and scaling, doesn't it? And permission to steal "Disirregardless" :)
Edit: Oh, you meant along a strand, didn't you?
@Cinus I agree, that conversion looks amazing. I'll be interested if/when you make it available through whatever conduit.
Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Wow! that is an excellent conversion
one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)
Disirregardless, that still does just look amazing!
Thanks j cade!. I never thanked you for the tip regarding the eye shader. I am using that and the eyes look a lot better, so thanks for that too :)
Not exactly sure what you mean with the hair info intercept + color ramp, but I will experiment with it and see if I can make it work.
Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Wow! that is an excellent conversion
one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)
Disirregardless, that still does just look amazing!
But Blender has several settings for the root/end diameter of the strands, as well as the cap and scaling, doesn't it? And permission to steal "Disirregardless" :)
Edit: Oh, you meant along a strand, didn't you?
@Cinus I agree, that conversion looks amazing. I'll be interested if/when you make it available through whatever conduit.
Maybe per strand is a better description? AFAIK you can't have individual strands within a particle system with different thicknesses. Generally speaking, the strands along the edge of the scalp are thinner than the rest of the scalp (other than the 2 random super thick strands I get popping up a centemeter down from my hairline)
And feel free to steal "disirregardless" - I stole it myself and find it delightful. It means both "regardless" and "yes I do actually know the correct term, but also I like chaos"
one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)
Disirregardless, that still does just look amazing!
Can you show that setup?
Not the greatest hair styling ever and the lack of eyebrows is frankly disturbing, but a pretty illustrative example
Thanks a lot! Can't wait till I can get a few minutes to try it out! Hopefully this weekend. I been itching to try particle hair. It does look a lot nicer to my eyes as well.
@j_cade - Thanks for sharing your node setup. Definately putting that in my stash. I almost understand it too! I'll have to play around with it to see what the Map Range does...
Another method is to adjust the root diameter. Same effect, different method, all depends on one's preferences.
Strand shape seems to be a ratio between Diameter Root and Tip. Closer to 1, more tip diameter and less root diameter along the hair strand. Closer to 0, more root diameter and less tip diameter along the strand. You can't see it in this example but Diameter Scale is set to 0.001. It might vary depending on the scale of your character and scene. I think the diameter scale value is just a multiplier for the root adn tip values.
First example shows a thicker root just as an example (how far along the strand the root diameter travels with strand shape set at 0.990)
Second example changes the root diameter to a much smaller value than the tip diameter. In this example the root diamteter is 0.001.
'Hair Shape' is found under the particle properties tab on the right.
@j_cade - Thanks for sharing your node setup. Definately putting that in my stash. I almost understand it too! I'll have to play around with it to see what the Map Range does...
Another method is to adjust the root diameter. Same effect, different method, all depends on one's preferences.
Strand shape seems to be a ratio between Diameter Root and Tip. Closer to 1, more tip diameter and less root diameter along the hair strand. Closer to 0, more root diameter and less tip diameter along the strand. You can't see it in this example but Diameter Scale is set to 0.001. It might vary depending on the scale of your character and scene. I think the diameter scale value is just a multiplier for the root adn tip values.
First example shows a thicker root just as an example (how far along the strand the root diameter travels with strand shape set at 0.990)
Second example changes the root diameter to a much smaller value than the tip diameter. In this example the root diamteter is 0.001.
'Hair Shape' is found under the particle properties tab on the right.
Thanks @Krampus I had the notion of the root/tip swapped and was making the root smallerf than the tip. My scalps looks 100% better.
Comments
That's just amazing. Really have to dig in deeper to get such great results in Blender.
Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Hair and skin look good. I think particles definitely have an advantage over transparancy maps.
Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good. At some point in time I will try to animate it :)
Wow! Cinus, your hair conversion looks amazing. Any chance you will share or sell to the rest of us?
It is utterly amazing. 19.4 million particles in total, vram usage was 3.5 gigs for everything.
That is fantastic-looking grass!
Great grass! The particle system looks very promising!
@Leonides02 Thanks! The converter is very much experimental at this stage. It's also part of a larger plugin i'm working on that has lots of other experimental stuff that is not ready to be shared (and may never be :).
If I find some time I will extract the hair converter from the plugin and share it as a stand alone plugin.
@TheMysteryIsThePoint That is incredible! Very realistic looking grass!
Like everything I do in Blender that comes out well, I can't take any credit for it :) But I suppose that's what a good addon is supposed to do:
True-Terrain 3.0 · True Terrain Pro
Scatter - The Scattering Tool Of Blender
Physical Starlight And Atmosphere
Experimental stuff? No I'm really intrigued, LOL.
Wow! that is an excellent conversion
one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)
Disirregardless, that still does just look amazing!
Can you show that setup?
@j cade
But Blender has several settings for the root/end diameter of the strands, as well as the cap and scaling, doesn't it? And permission to steal "Disirregardless" :)
Edit: Oh, you meant along a strand, didn't you?
@Cinus I agree, that conversion looks amazing. I'll be interested if/when you make it available through whatever conduit.
Thanks j cade!. I never thanked you for the tip regarding the eye shader. I am using that and the eyes look a lot better, so thanks for that too :)
Not exactly sure what you mean with the hair info intercept + color ramp, but I will experiment with it and see if I can make it work.
Maybe per strand is a better description? AFAIK you can't have individual strands within a particle system with different thicknesses. Generally speaking, the strands along the edge of the scalp are thinner than the rest of the scalp (other than the 2 random super thick strands I get popping up a centemeter down from my hairline)
And feel free to steal "disirregardless" - I stole it myself and find it delightful. It means both "regardless" and "yes I do actually know the correct term, but also I like chaos"
Not the greatest hair styling ever and the lack of eyebrows is frankly disturbing, but a pretty illustrative example
Without Root transparency
With root transparency
Node setup to add root transparency
Thanks a lot! Can't wait till I can get a few minutes to try it out! Hopefully this weekend. I been itching to try particle hair. It does look a lot nicer to my eyes as well.
@j_cade - Thanks for sharing your node setup. Definately putting that in my stash. I almost understand it too! I'll have to play around with it to see what the Map Range does...
Another method is to adjust the root diameter. Same effect, different method, all depends on one's preferences.
Strand shape seems to be a ratio between Diameter Root and Tip. Closer to 1, more tip diameter and less root diameter along the hair strand. Closer to 0, more root diameter and less tip diameter along the strand. You can't see it in this example but Diameter Scale is set to 0.001. It might vary depending on the scale of your character and scene. I think the diameter scale value is just a multiplier for the root adn tip values.
First example shows a thicker root just as an example (how far along the strand the root diameter travels with strand shape set at 0.990)
Second example changes the root diameter to a much smaller value than the tip diameter. In this example the root diamteter is 0.001.
'Hair Shape' is found under the particle properties tab on the right.
Thanks @Krampus I had the notion of the root/tip swapped and was making the root smallerf than the tip. My scalps looks 100% better.
Cycles render with Angel Armor for Genesis 3 females and feathered wings for all. Diffeomorphic importer.
So this is a cycles render with dz fire's Forsaken Keep https://www.daz3d.com/forsaken-keep-and-construction-set
The trees and grass are from various Daz sets painted in with Blender's Scatter addon.
This looks great!
Thanks!
That does look good. Possibly the start of a great scene...
Well let's hope so, Thanks!
My Cabbages!
Rendered in Cycles.
Here's a render...
You guys are really blowing me away.
Guitar Gods...