I'm in absolute love with this kind of teasy stuff too.
I'm in absolute love with this kind of teasy stuff too.
For what it's worth, I think she looks great. Nicole is among my top 5 ladies in the game, and your art has really done her justice. I look forward to seeing how your future renders of Nicole are going to look.My first render of Nicole. Her hair looks off, I know. It did not render well, which is a shame since she has arguably the most beautiful hair asset used by any character in the game. Sorry for that. I tried to make it look a little less bad in Photoshop, but it is still not enough.
I used a 2000 'Max samples' count to render this, like in many of my previous pieces. But it is clearly not enough by itself to make Claudia hair (that's the name of this hair) look without glitches. Next time I render Nicole, I will raise the 'Max samples' figure. I could also try using the post denoiser in Daz, but I do not like that it makes the picture lose detail.
As usual, thanks a lot to Night Hacker for his post about the assets used for the character.
View attachment 2995659
I'm happy to hear that you like it. Thank you!For what it's worth, I think she looks great. Nicole is among my top 5 ladies in the game, and your art has really done her justice. I look forward to seeing how your future renders of Nicole are going to look.
I think she looks great, overall a nice render.My first render of Nicole. Her hair looks off, I know. It did not render well, which is a shame since she has arguably the most beautiful hair asset used by any character in the game. Sorry for that. I tried to make it look a little less bad in Photoshop, but it is still not enough.
I used a 2000 'Max samples' count to render this, like in many of my previous pieces. But it is clearly not enough by itself to make Claudia hair (that's the name of this hair) look without glitches. Next time I render Nicole, I will raise the 'Max samples' figure. I could also try using the post denoiser in Daz, but I do not like that it makes the picture lose detail.
As usual, thanks a lot to Night Hacker for his post about the assets used for the character.
View attachment 2995659
Thank you! And I also appreciate your tip. If you had not mentioned it, I probably would never have thought of playing with the cutout opacity. I will also try that next time I make something with Nicole or some other figure whose hair is so complex.I think she looks great, overall a nice render.
You could try setting the cutout opacity of the hair to 0.98%, do this for all the elements except the cap, leave that at 1.0.
Hair looks much better than on my works, where I usually put at least 8k samples. SubD level maximum?My first render of Nicole. Her hair looks off, I know. It did not render well, which is a shame since she has arguably the most beautiful hair asset used by any character in the game. Sorry for that. I tried to make it look a little less bad in Photoshop, but it is still not enough.
I used a 2000 'Max samples' count to render this, like in many of my previous pieces. But it is clearly not enough by itself to make Claudia hair (that's the name of this hair) look without glitches. Next time I render Nicole, I will raise the 'Max samples' figure. I could also try using the post denoiser in Daz, but I do not like that it makes the picture lose detail.
As usual, thanks a lot to Night Hacker for his post about the assets used for the character.
View attachment 2995659
Thank you! For the hair, I've set the Render SubD Level (Minimum) at a value of 3. And the View subD level at 2. But I think that for the final render it only counts the former, if I did not get that information wrong.Hair looks much better than on my works, where I usually put at least 8k samples. SubD level maximum?
. The Subdivision Level controls the subdivisions for the object in the viewport and Render SubD Level controls the subdivision level at render time. This allows you to have a low SubD object in the viewport for faster responsiveness in navigating and assembling your scene and then higher subdivided object at render time when your computer can devote all its resources to the rendering.Thank you! For the hair, I've set the Render SubD Level (Minimum) at a value of 3. And the View subD level at 2. But I think that for the final render it only counts the former, if I did not get that information wrong.
That info comes pretty handy. Time to keep the View SubD Level at 1 to get a faster preview in iRay.. The Subdivision Level controls the subdivisions for the object in the viewport and Render SubD Level controls the subdivision level at render time. This allows you to have a low SubD object in the viewport for faster responsiveness in navigating and assembling your scene and then higher subdivided object at render time when your computer can devote all its resources to the rendering.
So Render SubD is important for rendering, SubD for preview can be kept at level 1. Because it will eat memory, at each next value the number of polygons increases by 4 times.
Don't be too much of a perfectionist. Results will come with time and experience. The lighting is very good. As for the maximum number of samples, it depends on the hardware you have. Most samples take a long time and if you don't have a powerful Nvidia card it will take time.My first render of Nicole. Her hair looks off, I know. It did not render well, which is a shame since.................
This may have already been answered, as this is a slightly older post...