Rubish Content after rendering
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I'm getting a bit fed up with [poor] renders after getting a product, espcialy in aresa of rounded curves on objets hust being totaly [poor] when after rendering an image, is this just low poply [poor stuff] making the render look this way or am i missing something? I see no way of changing the mesh in any way to cpmbat it or modify the product to retify it. it just looks total [poor stuff].
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Sciance fiction Interia room 13.jpg
2000 x 1539 - 2M
Post edited by Richard Haseltine on
Comments
Perhaps a clearer description of what it is you find objectionable?
If you mean curves like the angular black tube on the ground, That may have been intentionally modeled that way. You could convert the model to SubD and increase the SubD level in the parameters tab to see if it creates a look you are more happy with.
Razor sharp edges which is a common problem can be smoothened using the Round Corners settings in Iray, in the object's Surfaces settings.
Thank you everyone, the pillar with the light also has sharp edges, in this model which i took the render from, almost all the curved or rounded edges throughout the model are sharp edges, It seems the modelers who create this content as well as some other models are doing a quick and easy way of modeling to keep the mess/ polygons or whatever they are called as simple as possible to save time which i can understand, however, for someone like me who simply dos not have the time or knowalge to start messing with the model its a total disapointment.
I would rather spend more money elsewhere to get a better model and not have to mess with it which will save me more time and ability to create something rather than spending both time and mony on products that i have to constantly keep having to spend time on trying to make good the faults in the model.
But thanks for taking the time to reply, that part is much appreciated,thank you.
I am not a content creator, but I do know that larger polygon counts mean more ram is needed in the render. This increases the render time for the consumer and may even cause renders to fail in some systems. For this reason creators try to limit polygons they feel do not add to the overall effect. Unfortunately, we may not always agree what is needed and what is not.
Nomatter what i try from your surgestions, nothing rounds the corners off either sub division or rounding corners in the surfaces and parameter tabs.
Well if it's a model you really like it may be worth the trouble.
I don't really see any razor sharp edges on this model though, the only problem I see is the low polygon tubes on the floor, but like Quasar says it's easy to fix using SubD, at least if they are separate objects. If it's required to subdivide the whole model to fix it that can be a problem, and some models just get distorted if you do that.
Thanks dennisgray41.
I can understand that, but maybe they should considor what will effect there own overall effect when people stop purchasing the products when they realise they can't make a render with anything that has rounded corners, unfortunatly there are too many people associated with Daz that will just buy the products, and are simply just not botherd about what they get, or are just happy with what there getting so this will not affect the content creator. In the future i will just buy this kind of model from elsewhere. Thanks again for taking the time to reply.
Here's some examples of using Iray Smoothing and SubD.
Picture 1 shows two identical cubes with Iray shaders and smoothing applied to the one on top - you can clearly see the difference on the edges. Use Round Corners Radius to adjust the degree of smoothing
Picture 2 shows two identical cylinders, with SubD applied to the one on top. You can adjust the SubD level with the sliders.
1. The promo images for the product ( https://www.daz3d.com/space-living-room-01 ) show all of these edges, so it's not like the creator was hiding anything.
2. If you don't like a product, you have 30 days to return it.
3. This particular product is....free.
I wonder if it's an error that it's free - it doesn't show up on top of the main product page as other free items if you select Price low-high.
its part of the grimes free bundle.
Here's Wall 02 with SubD applied (select object, then Edit > Object > Geometry > Convert to Subd... , then you have the High Resolution option to play with.
OK, but I find it strange that none of them show up then.
I just tried you can't apply smoothing or SubD to this model without causing distortion, personally I would hide the lowpoly cables and use something else.
Its free and as part of that music video bundle its meant for making animations, isn't it? So its going to be low poly to being with. Looking at other elements (the boxes or crates, for example) you can see how it isn't detailed. Most of this is fixable in post if you want to do static images - smokes, mists, bokeh, all go a long way in hiding a multitiude of sins.
You need to use the right tool for the right job, as the saying goes. If i was using this set, I'd concentrate on a figure or main item, and maybe use Depth of Field - not a lot, but enough to cover some of the lack of detail. If you use Photoshop you can get any number of Ron's (deviney) brushes here, or a number of free ones around in 'net, to obscure some of the more egregious areas.
It can be frustrating, sure. But even the best models are going to have issues sometimes.
If i uncheck the "Hide items i own" i can see it selecting price low-high
OK, you're right, didn't check the whole model, but it was also mostly to demonstrate the method. I can see the modeler is using tris in some places, that usually (maybe always?) causes distortion when using SubD.
There are a lot of parts as separate objects in this model, why don't keep low poly tubes as separate objects.
Then you can SubD it until your PC breaks down
Thanks again evryone. the cables are part of the floor and cannot add a Sub D to it without distorting the flor as mention above by Scopio, I have added the sub D to the wall as Taoz surgested which has help a lot and have hidden the cables.
Sometimes i am quick to judge and get frustrated, and hold my hands up and say sorry when i'm wrong, but some of the other models in here also have the same issue and not just this model wether free or paid. I guess I will have to try and be more patiant and try and work things out a bit more, it just i don't realy have the time to be messing with models when i just want a decent render to use, but I guess that the way the cookie crumbles with 3d.
Thanks again evryone and for your time and advice.
There are many factors and optimizations a creator must consider when designing content. Please keep in mind that in many cases, it's not that they did it 'wrong,' but they made decisions you don't personally like.
Like, for example, how high polygon meshes are. A high polygon mesh for an environment will look amazing... if you can get it to run once you've added a few figures, clothes, hair, etc into the scene. And heavens forfend you want dozens of characters...
Low polygon mesh can run much faster and cleaner, and with good materials it will look decent... unless you close in and start noticing straight edges. And eep you want a super close up on the bricks? Not so good.
It's impossible to make content that will suit everybody, so it comes down to choices.
Like doors. Heh.
Ah, yes, you're right, it's because I already own them, doh!
Or the model breaks down...
The Geometry Editor can be used to select and delete parts of a model, so you could make a separate prop for the cables and try SubD on them.
You can minimize it somewhat thru the materials. See the second image.
Laurie
I'd rather say "suit every computer", for it's basically a question of what hardware designers and users can afford. It's all about money, technically there are hardly any restrictions anymore and if everyone could afford super hardware and content they wouldn't be satisfied with less.
Sorry for the late reply, but thanks evryone for the help but how do you " so you could make a separate prop for the cables and try SubD on them." as Richard has mention ?
Select the parts you want to split with the Geometry Editor tool (in this case you could probably do it by clicking the + signs next to the surface names for the cables in the Tool Settings pane), then right-click in the Viewport>Geometry Selection>Invert Selection, then right-click>Geometry Editing>Delete Selected, and save that as a new figure/prop asset from File>Save As>Support Assets. Then hide the areas on a freshly loaded copy of the model, load the new cables model, and with the cables selected Edit>Object>Geometry>Convert to SubD.
Wow, thanks very much, i will give that a go.
I've returned free because I wasn't happy with them. There is always a cost involved.