Future Past

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Viewing 9 posts - 1 through 9 (of 9 total)
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  • #522800
    ADAM
    Participant
    Rank: Rank-1

    Stopped the render early but am working on this.

    https://s17.postimg.cc/bwdpi6mlr/Srearly.jpg

    #523136
    Yan
    Participant
    Rank: Rank-1

    My personal opinion, is that it needs more highlights.It could be, that it's due to the early rendering kill, so...
    Other than that it's well set.

    #523343
    ADAM
    Participant
    Rank: Rank-1

    Its hdr light i dropped the power and they are enclosed behind buildings. wanted a dusk kind if lighting. Ill see what happens if I drop more direct light in them. TY

    #523385
    Yan
    Participant
    Rank: Rank-1

    as far as I know, Iray specular lights exist for Iray as well, perhaps you could use a specular only light hitting them to add the natural metal and plastic shine properties... just a suggestion

    #523398
    ADAM
    Participant
    Rank: Rank-1

    always open for ways to improve my renders.

    textures and lighting are the keys to great renders.
    Since im probably not going to break out a uv map and create a texture any time soon, I need to work on lighting.

    #524175
    ADAM
    Participant
    Rank: Rank-1

    Not sure about how to use just specular but, I gave it a try by making a spec spot light hit them straight on and changed the dome. Added iray shaders to everything.

    https://s17.postimg.cc/eao69qh27/Shadow1.jpg

    Im still getting what I consider poor sharpness. Trying to render the entire scene clear without using DOF. Not sure whats causing the variation im getting from render to render. Some are shap others not so much.

    #524484
    Yan
    Participant
    Rank: Rank-1

    if you're using DOF on the render, you will need to work the camera angle and focal distance to the area where you want more focused, and, anything outside that will gradually lose focus, but... that's not the case from what I can see in the image though.
    The specular properties of shiny objects worked well, the metallic surfaces got their subtle metallic sheen. But, the midtones are indeed still ... best word to use is... numb? Not alive enough.
    I've recently watched a Blender cycles render tutorial, about a similar problem, inherit to most all unbiased render engines, and that had to do with the f-stop values. I did run a few simple Iray passes, to test it, and discovered this much... the engine's f-stop value isn't affecting the vibrant value of the render, as much as exposure. Both can be found on Iray's advanced settings, under progressive rendering.

    Now, what I found out, was that, Iray has f-stop at 8 as a default, and exposure changes accordingly when you change f-stop. Setting f-stop to 20, which is in theory the human eye's value level shifts exposure upwards, turning the image dim, and less vivid. But, turning f-stop to 20, and then returning exposure to its default 13 boosts up the overall brightness and crispness. Drawback, is that it takes longer to remove noise and fireflies, so a subtle lowering of the exposure value in itself, while keeping f-stop as-is should, in theory, give you a better overall result. But, run it on a small canvas size first, maybe 50% on each dimension, compared to your final render's canvas, to have a faster taste.

    P.S.
    There is a chance that, with exposure tampered, the specular light may oversaturate sheen properties, in which case you may need to remove it.

    I hope that helped a bit.

    #524548
    PhantomF4
    Participant
    Rank: Rank 5

    You might try the “sun and sky” option in Render Settings to get a dusk look. Just for grins at least. I wish DAZ Studio had a “sun, sky and scene” option.

    #524582
    ADAM
    Participant
    Rank: Rank-1

    Ill try both. Im not using DOF but it may still look at the Fstop so ill chsnge it. Almost everything looked ok accept the girl looked blurry and a litte washed out.
    Maybe its the spell effect but her edges are to soft.

    The Jinn is almost where I want him. He could stand a bit more face detail being shown. The building with shaders makes a HUGE difference.

    Im using a 50mm camera with quality off set to 0 time 0 and samples set to 50. Focal point is between both characters and length slightly behind them. ( no dof )

    It set to dome and scene i believe .70 i may have change the resolution to 700.

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