Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Tried a portrait render, spectacular fail lol. No idea why. Colors look bad, it looks like her teeth and eyeballs were glowing. I haven't taken any render engine classes yet, so not entirely my fault :P
Was lit by only 3 spots on both, no HDRI loaded.
Vray is a great render engine, but it seems that the love for other applications than 3dsMax and Maya is quite limited. A good integration is essential and I doubt that Vray usage with Blender will be easy.
Agreed.
As it's a Blender render thread, please only post none blender renders when comparing with a Blender Render you've also posted.
@TheKD
Nice comparrison. I'd be interested in the difference between the renders mainly on people/characters.
Not sure what happens, but cameras seem to be the right angle, but not zoomed the same or something. The imported scene camera in blender was way zoomed out, it had almost her whole body in the frame, I zoomed it in and eyeballed it best I could to get them to match up. Makes identical comparisons difficult. I am guessing therre is differences in lights as well, next time I will try with emissive plane lighting instead of regular spot lights, see if it matches up any better.
But you can clog up as many Iray threads as you want with Blender talk.
absolutely
"Show us your early 20's,ideal BMI white Girls in a mostly empty universe renders....in Blender"
LOL!!..WHile @Rev2019 ,was possibly being a bit trollish I can objectively see his point being that that People are undertaking alot of labor with Nodes& third party plugins etc to reproduce the exact same early 20's,ideal BMI white Girl,portraits in a mostly empty universe renders,...that you see endlessly in IRay threads.
LOL
On second thoughts, we're fine as it is.
... And folks can do what the heck they want.
careful that troll bites
You find it peculiar that people are posting blender renders of Daz 3D characters (and sheep) on a Daz 3D forum? I find it more peculiar that some people are posting "Modeled, animated & Rendered in Blender" images on a Daz 3D forum.
I think your creations and renders are great, but belittling what others post is not cool.
And now for some more Iray and cycles renders of "early 20's,ideal BMI white Girl,portraits" in a completely empty universe. Yes, I used several third party plug-ins (and my own) during the creation of the character and it took "alot of labor" tweaking nodes. etc.
The character has P3D Libby's skin. Just for fun I tried to get the skin to look similar to what it looks like in Iray. I'm a big fan of Iray but I like the cycles render more in this case. To be fair, I spent no time on the Iray settings so the Iray render can certainly be improved.
The Iray render took 16 minutes 23 seconds. The cycles render took just over 5 minutes. If I decrease the roughness of the skin a bit (and thus the reflections that the render engine has to deal with), the cycles render time is just over 3 minutes.
The character was significantly changed after I imported it into blender.
Iray:
Cycles:
I really like the hair in the Cycles render. The eyes do look better in Iray and the skin looks different but ok in both render engines. Good job!
Sorry but I see problems with both. Skin looks like plastic in both. Eyes are much better in the IRay render. Hair looks unrealistic in both - not sure which is worse. Brows better in cycles but still not convincing. Really sorry to be critical but I'm assuming that's why people are posting renders in this thread?
What did you use to import into Blender, and how did you then do the hair?
What figure is that ?
Render of Holt the City Boy :)
TheKD - I uploaded a simple 3 light set up for test renders. This will give you consistent lighting and environment to test your characters and materials. You can switch between the 4 cameras by selecting a camera and hitting ctrl + 0 on the numpad.
You can either open up the light studio and import using Diffeo or DaztoBlender, or you can append the collection to your current scene.
In your first test render in cycles I'm thinking your SSS was set way too high. Post a screenshot of your node setup for the face and maybe we can help more.
https://www.blendswap.com/blend/25885
Bloody Hell!
I could pass over that believing it was real.
There are two things that on closer inspection (1 in particlular) that would make me think render.
Please enlighten me. I sometimes do not see what others see.
I'd specify that its never that the SSS is too high But that the SSS scale is too big
you can have 100% SSS that looks completely solid you can have 10% SSS where the entire thing glows unnaturally
1 & 2 relate to the sleeves; It's a combination of shape, smoothness (even though there is curvature) and lack of depth; 2 is more noticeable than 1.
3 relates to the hand pose; only the thumb seems to be interacting with the trouser let. It would also (probably?) be pressed on the leg.
One final point I notice when considering the image again. The belt seems wrong the way it interracts with the trousers.
Could you please explain further? I've played around with SSS quite a bit but I admit I still have a lot to learn. From what I can gather, when using the SSS node by itself the scale acts as a multiplier for the radius values. We can set the scale as high or low as we want as long as we then adjust the radius values. When using the principled BSDF like Diffeo does, the Subsurface value acts as a multiplier for the radius values and a mix between the base color and the subsurface color - 0 for 100% base color and 1 for 100% subsurface color. That's what I meant by having the subsurface value too high. Thoughts?
Stonemason's Old London; my first time playing with it as it takes time in Iray; that rendered in 2 minutes 5 seconds.
So it's fun to play around with and no lag at all in Blender.
Edit: oh and the render size reduced by 50% to post here (reduced in the comositor).
Ty!
I'd agree with most of this ... the sleeves and collar in particular for me. Also, perhaps is is just my subective eye but I've never been convinced by body hair. It has improved over the years but it just doesn't look natural to me.
Well since nicstt volunteered I will too. Keep in mind I'm critiquing with your past work in mind not with what I can do in mind. The drape on the clothing looks like it's been overly smoothed out as it lacks the depth one would expect but I'm pretty sure you saw that (you've got to limit dimishing returns on perfect scenes after so much time)
Indeed, I second your disclaimer ... I have nothing to show that would compare. Just playing the role of constructive critic.
Thanks guy! I appreciate the honesty. Especially since I can't make edits to clothing after it sims in Daz. So I won't be able to get the results I would like if it were from MD and modified in Blender.
You're right! after some testing the principled shader is much smarter than I thought - I assumed it operated like mixing diffuse and SSS nodes, but it doesn't at all!
as long as your inputs in diffuse and sss color are the same .5 sss strength i exactly the same as multiplying your sss radius values each by .5
After fiddling around it seems the SSS slider blends between the Base color and SSS color exactly as one might expect, any non 0 value turns SSS on in a bit of a bolean fashion, and the slider multiplies the SSS scale
(so technically I'd still describe it as needing to change the sss scale but fully admit that its a pedantic nitpick)