Suggestions for Problematic Teeth

I've noticed with some characters, the rendering of the teeth comes out pixelated regardless of how far along the render is allowed to complete(max samples at 15,000 & time at 21600s). I had this oocur with Cadence for G3 F. I notice that unlike most other characters, the unrendered teeth appear as an unnatural dark gray and transparent in the viewport. My workaround for the issue was to apply the porcelain shader(ceramics) and adjust the diffuse color to 165 164 149, set roughness to 0.40, and lower coat IOR from 1.5 to 1.0 which ended up rendering nicely without the pixelation, but they still appear a bit too bright. I was wondering if there are any corrective adjustments that I can make to the original texture's surface settings without having to replace it with the aforementioned shader, which is very limited when it comes to surface setting options. The first image has the original textures for the teeth and the second is a spot render using the applied shader w/ diffuse color adjustment. Using IRAY!

Render settings: Dome and Scene, Infinite Sphere, Draw Dome OFF, Environment Intensity 1.6, and the rest are all set on their default settings with the exception that I have the Dome Rotation set to 75.00

CadenceTeeth1.png
791 x 1025 - 1M
CadenceTeeth2.png
583 x 403 - 55K

Comments

  • Just doing a spot render of the teeth should help - they are not getting a lot of light rays due to their position, and are probably using a material that takes longer to converge, so they are still noisy (rather than pixellated) when the rest of the scene is converged. Using a tight spot render of just the teeth will avoid that issue as they make up a larger proportion of the pixels being rendered, and so the render will keep going until they are more-or-less done. In DS 4.11.x.x, the public beta, you could also use the new AI denoiser as long as you are rendering with an nVidia GPU.

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