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First, check and see if the standard renderer settings have gamma correction enabled and gamma set to 2.2. Gain on the renderer settings should be kept at 1.
Here are identical renders. If you hover over them you'll see the "notes" for the render Gamma for both AWE setups for 3DL and 3DL Scripted. Interestingly enough the Scripted render saved out at 80 Kb's more than the regular 3DL render. I find that interesting.
The difference in size is due to the fact that you are using JPEG, with its lossy compression. Use uncompressed TIFF, and everything magically ends up the same file size for the same dimensions.
In _any_ raytracer, "grain free" and "faster" are mutually exclusive. You want less noise, you up pixel samples.
Pixel samples. Thanks
If you find you still have noise when you hit 12x12, try increasing irradiance samples or SSS samples on the skin surfaces. They're in Options/Lighting and Options/Subsurface, respectively.
I've actually found, what I think is, the culprit for all this skin noise. When the Reflection 2 is enabled and set to default with no Specular 2 Roughness turned up, I get a very wet looking reflective quality to the skin but when I turn the Specular 2 Roughness up the skin starts looking very noisy. So not sure if whomever is working on this with Wowie can add in another slider to smooth out the reflectivity or not but that would be the way I'd go. I've tried adding in the Specular 1 Roughness with Specular 1 enabled but it doesn't do anything much. Tiny bit improved but not enough to say "I'll keep that setting".... must be a better way... With the Reflection 2 diabled the skin looks fine, no noise but it also looks sort of flat.
Also, something weird happened. I had Show Hidden Properties turned on to check some bits and now when I reload the scene when I have that turned off it hides the hidden properties when I turn it on it shows the hidden properties..... *sigh* It's all backwards. Grrrrrrrrrrrr
DS does that all the time actually.
1) Are you rendering via "scripted rendering" with decent pixel samples?
2) Have you dialled your bump down since the last closeup you posted?
3) Which specular model are you using and how far "up" do you go?
All these factors will affect your render.
See, by suggesting that "someone add some magic dial" you're trying to imply that the problem is in the shader. It's not. It's just that you're new to working with it.
So patience and the scientific method is the key.
Is there any good solution to the transmap bug?
With UE2 and the likes and the default renderer/shaders, I doubt it. IBLM light shader renders transmapped stuff (hair, plants) much quicker than anything I've tried in the vanilla universe:) aweSurface seems to be highly optimized also, I'm impressed by the speed of which it renders those things;)
Technically, AWE surface can also work with the standard renderer settings. This might be more academic than useful, but you could try rendering pure raytraced reflection/refraction with all the available surface shaders - dsDefault, HSS/UberSurface/UberSurface2, AoA's Subsurface and AWE Surface.
Thank you. Hopefully people will be pleasantly surprised with the update.
Very much looking forward to the update Wowie!
For RAMWolff, here's additional input to consider.
1. Decent would depend on how much noise you can tolerate. I find 8x8 is enough for still, non DOF renders. If you use DOF or just need really low noise, use 16x16. That's what 3delight devs are recommending for final renders. Higher than that doesn't seem to help.
2. Way too high bump will cause specular/reflection noise problems. Finding the right combo of spec and bump is hard and depends on whether you're using a roughness map or not. My personal approach is to test without bump first. Then zoom in real close to set bump to your liking, and then do a rest with bump at a longer distance. Usually roughness needs just a bit adjustment.
3. GGX and the 'classic' modes of Ashihkmin Shirley/Cook Torrance tend to produce really noisy renders with high roughness. Stick to the shader's default BRDF.
As roughness goes, something in the value of 10 to 30 is considered decently rough. Rather than pushing for higher roughness, you probably should use a larger light emitter in your scene instead of just relying on the environment sphere. Here's a rule of thumb for figuring out emitter size and intensity scale/exposure.
A side benefit is that emitter size affects how sharp/soft shadows are. Larger emitter will produce softer shadows, smaller produce sharp/hard shadows.
Obviously, if the noise isn't specular/reflection, it will likely be from ambient lighting/light bounces from global illumination. Easiest way to check is to do a render with specular/reflection turned off. I talked about this in Sven's test thread, but I recommend only raising irradiance samples after first using high pixel samples.
Good info... thanks Wowie. I think I read that one of the guys here stated they prefer the GGX setting so been using that but think I switched back to the default: Ashihkmin Shirley
I render this using stonmasons tranquil garden using 3dl and ue light and dome
I should have posted this too..lo
This is the same scene as above, only done in iray for comparison ..
The 3delight scene using ue light and dome was just a little faster than iray
‘Garibaldi Express’ for ‘DAZ Studio’ is now Freeware! - https://www.garibaldiexpress.com/freeRegister.php
Wow. that's totally came out of left field. Unexpected, but very nice. Kettu, maybe you ought to try and contacting again just to get it to work with the scripted renderer.
Downloaded:)
Given the problem I ran into was leaves and alien plants, Garibaldi isn't much of a solution.
Yeah, just saw the email announcement. It says "no support, no updates" yadda yadda, but I did send the author a PM here again. Slim chance, but, well...
...kind of bummed as I paid hard earned money for it when it came out.
Well, even Pixar only just allowed non 0/1 opacity with Renderman 22. I've alwas hated the compromise of allowing people so much freedom in using opacity mask. Once you do any kind of raytracing, your performance just goes massively slow.
As for opacity.
Worked on the opacity code again and found a nice enough solution to speed it up. The resulting look is different though, especially for translucent light colored hair. Less color bleed, but 10% faster.
No harm in trying. I did render out a cube with generated hair with the plugin from the site. Rendered fine in the standard and scripted renderer. I haven't tried rendering it in IPR though. If I remember correctly, the hair shader or any shader applied to the generated curves won't honor changes made on the fly.
Yes, got the notice for the Garibaldi Express BUT it's not updated for current figures and not sure if it even functions in today's DS. Won't bother with it since I'm happy enough with FIbermesh from ZBrush ... still need to dive back into LAMH but my feeble attempts have been just that... feeble! LOL
Haven't had a chance to play with it yet, but already seen renders, so it works;)
So, I installed Garibaldi and managed to paint a hair on G1. I made it dark blond but it renders black in vanilla/progressive and doesn't show up in scripted, tried applying awe, made no difference. Totally new to this, so what am I missing? LOL still looks nice in preview:)
Update: I don't know what I did but was able to render in RT Final with IBL Master. Then went back to edit the hair and it turned invisible again:)
I forgot the specifics of finetuning the G-shader for the raytracer (it's "oldschool", so yeah there were some problems IIRC) - applying awe should help for the vanilla tab.
But making g-hair work with the "scripted renderer" is tedious. The author just plain out didn't care to support it. Garibaldi was written in the days of yore when I was running Vista on a 2007 laptop... 2012? 2013? So the author recommended using DSM and never any raytracing. It was okay at the time, but... You get the drift.
Hellboy (sorry if I made a mistake in the username, I'm bad at names!!) was using the point-based occlusion script at the time, and it was him who originally raised this issue. The author didn't think scripted rendering was any viable/useful (c'mon, if you use a gazillion DSM spotlights, you totally can fake envlights, even bounce and everything - it's true, I'm not being sarcastic; you absolutely can, but artist time goes to infinity, especially for a hobbyist), so... yeah.
There is a shamanic dance I developed to ensure g-hair renders in the "scripted renderer" - but it's such a giant nuisance.
Let me know if you want these steps.
Skullcaps are the answer. I made a "helmet-like" (nose, ears) one for LAMH even. It's in my freebies.
In the "LAMH vs Garibaldi" battle, in terms of purely generating human hair, Garibaldi wins in stability and ease of use.
The authors should have just collaborated and created the best plugin ever.
Hmm,
I painted some hair on a cube and rendered it just fine on standard and scripted renderer. With the default Garibaldi hair shader and aweSurface. Of course, I'm on DS 4.7.
Now try saving your scene, adding something else to it, and then reloading.. and see if it renders =)
Thanks to mustakettu (again).
AWE Surface now supports vector displacement. Took a while to hunt down that ear displacement map though. Found it on Autodesk.