3D-Daz Daz3d Art - Show Us Your DazSkill

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seamanq

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Aug 28, 2018
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No i've never tried it before, but thx for the tips (y).

Anyway that's the scene i was talking about
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I ditto the response regarding using scene optimizer. Also, please be aware that Daz 3D has to process everything in a scene, including things that appear "off camera" because light bounces off of everything. Since this is a tightly-cropped scene, I would encourage you to remove any props that are appearing outside of the scene, including individual props like books, bookcases, and other furniture. The less objects in the scene (even offscreen) will make the image render faster.
 

Nomec104

Active Member
Jul 28, 2017
684
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I ditto the response regarding using scene optimizer. Also, please be aware that Daz 3D has to process everything in a scene, including things that appear "off camera" because light bounces off of everything. Since this is a tightly-cropped scene, I would encourage you to remove any props that are appearing outside of the scene, including individual props like books, bookcases, and other furniture. The less objects in the scene (even offscreen) will make the image render faster.
Problem is that i have nothing outside camera focus except for empty wall and ceiling to enclose the room.
 

seamanq

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Aug 28, 2018
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You have a highly complex scene that is likely going to take a long time to render then. When I get similar scenes, I schedule them to render overnight. Make sure you are rendering in GPU (not CPU). Check the Render Settings > Advanced tab for this. Other than that, it may be that the only thing that will work here is plenty of rendering time. Please note that the longest time that your machine will be rendering is getting past 0% and past 95%.
 

Xavster

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Mar 27, 2018
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No i've never tried it before, but thx for the tips (y).
Anyway that's the scene i was talking about
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You have a highly complex scene that is likely going to take a long time to render then. When I get similar scenes, I schedule them to render overnight. Make sure you are rendering in GPU (not CPU). Check the Render Settings > Advanced tab for this. Other than that, it may be that the only thing that will work here is plenty of rendering time. Please note that the longest time that your machine will be rendering is getting past 0% and past 95%.
Having used Daz for a while now, I am not really concerned about scene convergence, as it's not really relevant in terms of the quality of the result. Essentially scene convergence means that the iRay iteration that has just been undertaken, gives the same result as what you had before. Hence scenes with a single light source and surfaces that do not scatter, will converge in a flash, however this doesn't mean that the result is any good.

As an example, the render in the scene below didn't even remotely go close to converging (<1% convergence). After about 30 iterations the "quality" of the final output didn't change at all. This was deliberate by design, as I created a scattering environment box (randomness) to give texture to the image and dimension to the light itself. To counteract graininess, I rendered at an extremely high resolution (7680 x 4320) and then down-sampled to 1920 x 1080. Think the final render had 50 iterations.
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To achieve good results, the light sources need to have a purpose. Additional light sources that fight the result only add noise. Consider the classical 3 point light setup - whilst there are 3 light sources, they all serve to illuminate the object from different directions. As such, dependent upon which direction the surface is orientated, it will be illuminated by different light source. The result is fairly predicable and the image converges fairly quickly.

Back to the library image in question, I believe the reason for the image not converging is that the primary light is external and refracted through the window pane. As a result each successive iteration leads to a slight different result. If your primary illumination is from behind the camera it will converge in a flash, however the result will artistically suck. If the HDRI through the window is the primary illumination, then removing the refractive glass from the window will help, although personally I would render at higher resolution and do way fewer iterations, then down-sample to yield the final result.

Another way of thinking about it, is that the final render is a compilation of data to generate a result. You have the choice of a small amount of data that is highly accurate (low resolution / high convergence), or a large amount of data where the data isn't very accurate (high resolution / low convergence). Often the high resolution / low convergence will generate a far better final result in a fraction of the time than the low resolution render.

PS: I like the library render. Try rendering at double the resolution and reducing the size of the image. I'd be surprised if you can't get a better result in less rendering time. ;)
 

Nomec104

Active Member
Jul 28, 2017
684
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Having used Daz for a while now, I am not really concerned about scene convergence, as it's not really relevant in terms of the quality of the result. Essentially scene convergence means that the iRay iteration that has just been undertaken, gives the same result as what you had before. Hence scenes with a single light source and surfaces that do not scatter, will converge in a flash, however this doesn't mean that the result is any good.

As an example, the render in the scene below didn't even remotely go close to converging (<1% convergence). After about 30 iterations the "quality" of the final output didn't change at all. This was deliberate by design, as I created a scattering environment box (randomness) to give texture to the image and dimension to the light itself. To counteract graininess, I rendered at an extremely high resolution (7680 x 4320) and then down-sampled to 1920 x 1080. Think the final render had 50 iterations.
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To achieve good results, the light sources need to have a purpose. Additional light sources that fight the result only add noise. Consider the classical 3 point light setup - whilst there are 3 light sources, they all serve to illuminate the object from different directions. As such, dependent upon which direction the surface is orientated, it will be illuminated by different light source. The result is fairly predicable and the image converges fairly quickly.

Back to the library image in question, I believe the reason for the image not converging is that the primary light is external and refracted through the window pane. As a result each successive iteration leads to a slight different result. If your primary illumination is from behind the camera it will converge in a flash, however the result will artistically suck. If the HDRI through the window is the primary illumination, then removing the refractive glass from the window will help, although personally I would render at higher resolution and do way fewer iterations, then down-sample to yield the final result.

Another way of thinking about it, is that the final render is a compilation of data to generate a result. You have the choice of a small amount of data that is highly accurate (low resolution / high convergence), or a large amount of data where the data isn't very accurate (high resolution / low convergence). Often the high resolution / low convergence will generate a far better final result in a fraction of the time than the low resolution render.

PS: I like the library render. Try rendering at double the resolution and reducing the size of the image. I'd be surprised if you can't get a better result in less rendering time. ;)
Thx sooo much for the help bro, and yes my main light source is a primitive behind the window plane. I did this cuz i wanted to simulate a realistic diffuse illumination coming from the sun rays through the windows and then added a primitive sphere behind the camera with 30% intensity and 500 Luminous Flux. But as you said this type of lightning takes too much to render cause DAZ have to simulate all single light ray bounce from sever surfaces. Now i have another question, is there better way to simulate a realistic light behavior inside a room in a sunny day?
 

Xavster

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Mar 27, 2018
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Thx sooo much for the help bro, and yes my main light source is a primitive behind the window plane. I did this cuz i wanted to simulate a realistic diffuse illumination coming from the sun rays through the windows and then added a primitive sphere behind the camera with 30% intensity and 500 Luminous Flux. But as you said this type of lightning takes too much to render cause DAZ have to simulate all single light ray bounce from sever surfaces. Now i have another question, is there better way to simulate a realistic light behavior inside a room in a sunny day?
The real world is complicated, hence if you are seeking realism, then don't simplify the scene. To get a better result, as I suggested above, crank up the resolution and down-sample to required image size. Doesn't mean that you need to increase the render time.

Note: At double the resolution, each iteration will take 4 times as long. However better results can often be achieved in <10% the iterations.
 
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NeoVlahos

Member
Jun 17, 2017
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Having used Daz for a while now, I am not really concerned about scene convergence, as it's not really relevant in terms of the quality of the result. Essentially scene convergence means that the iRay iteration that has just been undertaken, gives the same result as what you had before. Hence scenes with a single light source and surfaces that do not scatter, will converge in a flash, however this doesn't mean that the result is any good.

As an example, the render in the scene below didn't even remotely go close to converging (<1% convergence). After about 30 iterations the "quality" of the final output didn't change at all. This was deliberate by design, as I created a scattering environment box (randomness) to give texture to the image and dimension to the light itself. To counteract graininess, I rendered at an extremely high resolution (7680 x 4320) and then down-sampled to 1920 x 1080. Think the final render had 50 iterations.
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To achieve good results, the light sources need to have a purpose. Additional light sources that fight the result only add noise. Consider the classical 3 point light setup - whilst there are 3 light sources, they all serve to illuminate the object from different directions. As such, dependent upon which direction the surface is orientated, it will be illuminated by different light source. The result is fairly predicable and the image converges fairly quickly.

Back to the library image in question, I believe the reason for the image not converging is that the primary light is external and refracted through the window pane. As a result each successive iteration leads to a slight different result. If your primary illumination is from behind the camera it will converge in a flash, however the result will artistically suck. If the HDRI through the window is the primary illumination, then removing the refractive glass from the window will help, although personally I would render at higher resolution and do way fewer iterations, then down-sample to yield the final result.

Another way of thinking about it, is that the final render is a compilation of data to generate a result. You have the choice of a small amount of data that is highly accurate (low resolution / high convergence), or a large amount of data where the data isn't very accurate (high resolution / low convergence). Often the high resolution / low convergence will generate a far better final result in a fraction of the time than the low resolution render.

PS: I like the library render. Try rendering at double the resolution and reducing the size of the image. I'd be surprised if you can't get a better result in less rendering time. ;)
you can always use paint (dot) net ,and start a patreon account to buy better H/W
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by the way nice work
 

Nomec104

Active Member
Jul 28, 2017
684
3,967
The real world is complicated, hence if you are seeking realism, then don't simplify the scene. To get a better result, as I suggested above, crank up the resolution and down-sample to required image size. Doesn't mean that you need to increase the render time.

Note: At double the resolution, each iteration will take 4 times as long. However better results can often be achieved in <10% the iterations.
Thx again bro, another thing, when i try really high resolution (like 10k x 8k) my DAZ 3D crash over me the instant i click the render button. How can you render at ~7k?
 

Xavster

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Game Developer
Mar 27, 2018
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Thx again bro, another thing, when i try really high resolution (like 10k x 8k) my DAZ 3D crash over me the instant i click the render button. How can you render at ~7k?
As Kaboomer69 raises we can take the discussion over to the thread. I will respond there soon.;)
 

recreation

pure evil!
Respected User
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Jun 10, 2018
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Thx again bro, another thing, when i try really high resolution (like 10k x 8k) my DAZ 3D crash over me the instant i click the render button. How can you render at ~7k?
I said that before but there is actually no need to render at extreme resolutions just to get rid of the grain when you set the scene up right.
I usually render at the end-resolution without denoiser and without post work and get really good results out of the box, just by setting the scene and materials up right (and using scene optimizer).
Okay, I have better hardware, but still...

I don't really know why DAZ crashes for you but I guess your hardware just can't handle such high resolutions :/


BTW, I do not want to play forum police, but there is a separate thread for detailed discussions of technical issues .

It's been stretching for pages with nearly zero artwork in the recent days.
True and because of that I leave this here^^:
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Btw people should use more spoilers, especially when posting several images at once...
 

Xavster

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Mar 27, 2018
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I said that before but there is actually no need to render at extreme resolutions just to get rid of the grain when you set the scene up right.
I usually render at the end-resolution without denoiser and without post work and get really good results out of the box, just by setting the scene and materials up right (and using scene optimizer).
I have a different perspective in terms of what I would consider good lighting. Sure, it's easy to create an image that renders quickly, however they often look like a cartoon. Achieving the play of light and shadow is important to artistic quality, the real trick with rendering is to achieve the desired result with the simplest light source setup possible.

I create simple light setups (3 point lighting / emissive pane (butterfly lighting)) when developing characters to reduce render times. However when creating a scene, I want it to make sense by establishing the props in the scene via the lighting. This often involves greater complexity in the lighting and refractive / scattering effects. Some of these light setups do not converge, requiring rendering at higher resolution and down-sampling to achieve a desirable result.

Below is an old render where I used a HDRI as the only light source. The primary light source is deliberately included in the render, to engage the pool scene prop with the beachfront HDRI. Still one of my favourite renders, despite being very simple.
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I use simple and complex lighting setups dependent upon the desired result. I do not however eliminate complex lighting setups, because they don't converge, provided the end result is worth it.
 

recreation

pure evil!
Respected User
Game Developer
Jun 10, 2018
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I have a different perspective in terms of what I would consider good lighting. Sure, it's easy to create an image that renders quickly, however they often look like a cartoon. Achieving the play of light and shadow is important to artistic quality, the real trick with rendering is to achieve the desired result with the simplest light source setup possible.

I create simple light setups (3 point lighting / emissive pane (butterfly lighting)) when developing characters to reduce render times. However when creating a scene, I want it to make sense by establishing the props in the scene via the lighting. This often involves greater complexity in the lighting and refractive / scattering effects. Some of these light setups do not converge, requiring rendering at higher resolution and down-sampling to achieve a desirable result.

Below is an old render where I used a HDRI as the only light source. The primary light source is deliberately included in the render, to engage the pool scene prop with the beachfront HDRI. Still one of my favourite renders, despite being very simple.
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I use simple and complex lighting setups dependent upon the desired result. I do not however eliminate complex lighting setups, because they don't converge, provided the end result is worth it.
You're right, using good lighting setups will definetely result in a better image.
I wasn't actually talking about lighting in my post, but about rendering at higher resolutions and rescaling the image later. This doesn't mean lighting isn't important, but that you can drop the rescaling part when your scene is setup right.
 

Qsomething

Newbie
Aug 5, 2018
21
67
Sup everyone I am new to 3D rendering and I keep on running into the same problem. "Red pixels" appear on my characters everytime I try to render them, how can I solve this issue?
red pixeld 2.png red pixels 1.png
 
5.00 star(s) 12 Votes