What size renders to you make & why?
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I am now producing 3500 pixel long side renders to allow the possibility of A4 size printing, or 1750 pixel for onscreen display.
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I am now producing 3500 pixel long side renders to allow the possibility of A4 size printing, or 1750 pixel for onscreen display.
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I make mine about this big
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It varies, depending on how long I'm prepared to wait. Most of my recent renders have been 5000 X 3000 pixels, which takes seven hours or more on my humble I5. If I'm feeling adventurous, 8000 X 5000 pixels, which takes twelve to fourteen hours. These times are for Iray renders.
Cheers,
Alex.
I've been starting to do 4k renders. Usually take about an hour and a half to 4 hours in octane depending on the scene.
Those are pretty big renders, do you print them?
Thanks,
when I visit your gallery I find the renders are semi whited out (or it won't load).
Thanks,
when I visit your gallery I find the renders are semi whited out (or it won't load).
When the gallery does that to you go to the address bar and remove the hashtag and then refresh the address bar
Thanks, BTW I didn't understand your post above.
What my first silly post? I was really trying to say that mine are never any set size they tend to turn out all sorts of sizes and ratios, depending on what I am doing.
Sometimes they will change halfway through making an image and one that was started in landscape format will end up being finalised in portrait format, even if it is a landscape image, if you see what I mean.
I don't render to a set size,
I understand, thank you.
Mostly I render 1600 x 1000, which works great for wallpaper. But even this can give 7+ hour renders for outdoor scenes with lots of trees on my i5.
I'm trying to prep images for my first PA submission, and I swear, just getting a set of decent HQ renders is taking far longer than designing & building the set (and I'm including "waiting for Spring so I can get decent leaf photos")!
Thanks, what lighting do you use for outdoor?
Most of the time it is 1000x1300 because that is a standard submission size for promos here. Occasionally I get frisky and go bigger or use one of the golden ratio dimensions. During early tests when I am doing hundreds of renders a day to check things I will go with 500x650.
Interesting, thanks
In Carrara I have a "fake GI" rig, which is a low intensity (7%) distant light replicated about 50 times across the top half of a non-visible 1 mile diameter sphere, along with a pale green tinted distant uplight (10%) for under-canopy fill. The uplight is set to ignore ground. Directional sun light and clouds background. I've just started experimenting with HDRI + direct light + Sky light, which is giving good results -- or would be if Carrara didn't keep crapping out several hours into the render.
In Studio I've been using one of the HDRI sky packs out of the store - Skies of Economy etc. Generally the results are good, although I suffer from washed out ground textures, and I haven't yet managed to resolve that (other than "cover it with something!" iRay produces good results and is faster than 3Delight on my iMac, even though it doesn't recognise the nvidia card. But the shader conversion loses my nice pondwater displacement, and I haven't yet figured how to get it back.
Studio renders quicker than Carrara, but it also doesn't have the same complexity or density in the foliage.
Well you certainly know about lighting!
I use DxO to do post work (because I "do" photography). Presumably you can deal with the washed out ground textures in Photoshop or similar?
I shall look at Bryce when I get to understand studio better. Please tell me, does Bryce stuff work on Studio and vice versa?
I don't know about Bryce, cos I'm a Mac user and Bryce doesn't run on modern Macs (same with Hexagon).
There is a bridge betwween DS and Bryce. THat is the reccommended way to use the bridge DS to Bryce. There are certain limitations to transferring Bryce stuff to DS, especially textures, as Bryce terrains etc use procedural textures generated within Bryce.
If you look at my gallery you can see that it quite feasible to bring DAZ 3D models into Bryce.
I actually don't use DS to do this, but you will get a similar effect using DS.
Thanks for your help.
My renders vary from about 1024x1024 up to 6000x4000 or (6000x3375 if I need 16:9 proportions). The screen sizes are for web and the larger renders are for poster sized printing, some at 300DPI, some 200DPI and some at 100DPI. And just in case you think 100DPI means a poor quality result, it doesn't. People don't inspect very large images from close up, they tend to stand back and admire them, so it works well as long as the quality of the anti-aliasing is good. Most of my print sized images aren't rendered at the largest size they are at 4000x3000, or at 4000x2250 or 4096x2304 if I need 16:9 proportions.
Render times vary from a few minutes to several days for the large images, which are rendered in Bryce or Blender. I rarely render anything very large in Poser and never in DAZ Studio as they just take too long. Some of the Bryce renders do take a long time but they are worth it as the lighting quality can be very good for certain types of scene.
Those are pretty big renders, do you print them?
No, I like to render large for the detail and so that I can zoom in when I display them in Windows Explorer. I occasionally use Corel Photo Paint, which has a very good jpeg viewer.
Cheers,
Alex.
Greetings,
Jack Tomalin posted an article a long time ago on doing renders, and recommended rendering at twice the resolution you are going to eventually use. There are a lot of reasons, some of which include postwork being easier when doing detailing work on the high def version. Also it's a lot like 2x2 antialiasing when you reduce the resolution, and the downsampling can hide a lot of render/postwork sins. :)
I render at 3072x3072 for square, and 2560x1440 or 3840x2080 for widescreen, and...I usually use some high res that matches 8.5x11 for portrait-y images, but I can't think of what it is right now.
I downsample after postwork (and signing) to post to dA or my gallery, usually. I downsample to 2000 on the long side for forum posting.
-- Morgan
My renders are the exact size of panels in my webcomic pages. Now... the webcomic will be published at around 900 px width to accommodate most browsers, but I actual create the pages at higher res than that -- about 2000x3200 pixels (real world print comic page size at, I think, 300 dpi). Before doing a scene, I use Ps to measure out exactly how many pixels wide and high the panel is. Then I add a little "slop" just for good measure. A typical full-wide panel would be something like 1860 px wide, and however high on the page is needed.
Note that doing it this way and scaling down the final page size is about like the recommendation above to render at 2x the needed res and then scale down (2000 -> 900 is roughly 2:1, though not exactly).
There are also programs such as Alien Skin's Blowup that will allow you to enlarge much bigger with good detail.