- Sep 18, 2018
- 50
- 995
Dude, seriously, you do understand that scaling scales everything not just the height?
It's a good camera shot in its raw state, but it needs to look more alive.One of the renders from the intro I had made.
It's raw with no change.
Well, it's still used by creators.Dude, seriously, you do understand that scaling scales everything not just the height?
No one should use that for making characters shorter, its anatomy 101, unless you are trying to create pixies. This might have been actually useful information if you showed me this instead
View attachment 681292
But I one hundred percent understand your need to get the last word in even though I posted that I was done ranting.
I give up, there's no point in arguing about it on this site. But making people look like schmuck, that goes alone.No Man thats his arm muscle. Good detail though
#1, simplify scenes. Don't use more stuff than you need. It's why I composite so many shots. The backgrounds are largely irrelevant. Reflectivity, translucence? These are going to take time for Iray to calculate, so throw it out if it's not important.The Pain eh...the grain is real. Mc and his friend/daughter/what ever from my project. Was just a Testrender. I still suck in posing characters, and my rendering still takes way to long. meh.
Well sad story - I only can try the #1 and I will do so. For the rest I already do the overscales. rendering in 3200 and downscalng it to about 1200 (since thats the resoluten for my project anyways). In the end it still is my hardware (as I mentioned it before a few days ago. :/) nvidia haha, would be nice. I´m running a toaster with onboard grafics. xD Well, that doesn´t prevent me from trying and learning or even scripting. Time will come when I have my hardware in order. But yes, as you said, #1 seems very importand. I thought it only renders what is shown in the pirctureframe while rendering, but it seems it takes a lot longer with stuff behind the scenes that are not even on the render. (have a whole apartment there.) *sights* allright have to cut that down then. Does it do the trick if I blend it out (klick on the eyeicon to hide probs ect.) or do I have to remove everything thats not needed? because removing everything and adding it again and again when needed, would be a pain in the Butt.#1, simplify scenes. Don't use more stuff than you need. It's why I composite so many shots. The backgrounds are largely irrelevant. Reflectivity, translucence? These are going to take time for Iray to calculate, so throw it out if it's not important.
#2, use oversampling and anti-aliasing. Render above your target resolution, then scale down. Image resolution is about getting synthetic light through an aperture at a sufficient sample size in order to resolve an image. The biggest part of the sample will be between -1 and +1 standard deviation from the mean, and that's the best part for your engine. The tail ends (90-100% convergence, for instance)? That's a lot more time and less efficient on the engine.
By oversampling and downscaling, you're actually doing the same work but more efficiently. The NVidia guys figured that out (I don't have all the maths). You're working more of the -/+1 standard deviation range for the image resolution that you actually want, and the downscaling creates more convergence by taking the data around each pixel and mashing them together.
(Before we had software denoising, this is what we did. That was denoising before we had denoising.)
#3 use a software denoiser, like Intel's FOSS denoiser. That uses artificial intelligence to re-interpret noise pixels (grain) and create a whole image from it.
I do all 3 of those to save me some render time. Simple scenes, oversampled, and denoised as needed.
Welcome to F95,Mad the conversation about height and scaling as I was rendering this....
Yeah that is something I thought about too. besides I want to just show characters with transparent backgrounds in normal conversations, I wouldn´t even have to combine them in PS that often. Its a good Idea for the renders where the characters cuddle (huehuehue cuddleing yes...not what you think ) tho. I´ll try if the combine thing works better for me. at least I wouldnt have to render the backgrounds every time. thanks for the idea.Absolutely. The one about rendering in higher res, then ending the render earlier, and downsampling using something like Photoshop is a great idea for saving rendering time.... As the last 10% can sometimes be as long as the last 40%, and only offers marginal quality increases. Something easily achieved by downsampling instead. Stroke of Genius.
Also considering rendering the Background seperately, and then the characters, and then combining them in Photoshop to give a Bokeh effect. By blurring just the background.
Yeah, there are a lot of ways to make renderings but I'm not going to say anything because the fact that I already talked about scaling + a dick that doesn't get hard + the name of an image resulted in a sterile discussion, it's enough for me for tonight even if it amuses me.Absolutely. The one about rendering in higher res, then ending the render earlier, and downsampling using something like Photoshop is a great idea for saving rendering time.... As the last 10% can sometimes be as long as the last 40%, and only offers marginal quality increases. Something easily achieved by downsampling instead. Stroke of Genius.
Also considering rendering the Background seperately, and then the characters, and then combining them in Photoshop to give a Bokeh effect. By blurring just the background.
That is a very good idea to save time when the scene keeps beeing the same, but emotions like eye blinking or smileing changes. so I only have to spotrender the face. never thought of that. thank you.Spot render the hand and overlap it in original. That will fix it and save time
Iray simulates EVERYTHING. Mirrors in side rooms with shiny reflective walls? That's killing the engine for stuff you'll never see, but Iray simulates it for the few light photons that escape the room and enter the view of the camera.Well sad story - I only can try the #1 and I will do so. For the rest I already do the overscales. rendering in 3200 and downscalng it to about 1200 (since thats the resoluten for my project anyways). In the end it still is my hardware (as I mentioned it before a few days ago. :/) nvidia haha, would be nice. I´m running a toaster with onboard grafics. xD Well, that doesn´t prevent me from trying and learning or even scripting. Time will come when I have my hardware in order. But yes, as you said, #1 seems very importand. I thought it only renders what is shown in the pirctureframe while rendering, but it seems it takes a lot longer with stuff behind the scenes that are not even on the render. (have a whole apartment there.) *sights* allright have to cut that down then. Does it do the trick if I blend it out (klick on the eyeicon to hide probs ect.) or do I have to remove everything thats not needed? because removing everything and adding it again and again when needed, would be a pain in the Butt.
Iray simulates EVERYTHING. Mirrors in side rooms with shiny reflective walls? That's killing the engine for stuff you'll never see, but Iray simulates it for the few light photons that escape the room and enter the view of the camera.
Cutting things out of the scene is always important.
Another useful tool are Iray Section Plane nodes. This is how I cut off parts of a car to do interior shots.
Create -> New Iray Section Plane Node
Anything "above" the face of the plane is IGNORED by the Iray engine, and is not factored into the simulation. If you can't imagine how to cut out an object, then use Section Planes to narrow down the scene for the simulation.
You may get weird effects, like when you chop off the roof of a house with a Section Plane, youll find that the HDRI sunlight is coming into the top of the room. However, it does simplify the simulation quite a bit if you're not good at keeping your scenes very simple.
I don't think Intel denoiser will work on AMD cpu. If so I can't utilize it.
Yeah, it's super powerful, brilliant stuff.I tried the intel denoiser on the scene I'm working on and gotta say it's pretty powerful stuff, this is no post-work straight from daz and not scaled down yet. Stopped the render around 12k iterations in.
I use AMD Ryzen. The code works fine.I don't think Intel denoiser will work on AMD cpu. If so I can't utilize it.
Yea but someone on daz forum explained how to make a registry entry so you can just right click on a file and click denoise, I've done that. I already use cmd for converting to .webp have to simplify that too ><I downloaded it a little back but there is no exe so I assumed it requires some command stuff?
Well I won't use it for sex scenes, but for the story scenes like this one it's just so useful since it's not about the characters but mostly about what they are doing in the scene so details kinda lose relevance.Yeah, it's super powerful, brilliant stuff.
This is the good kind of artificial intelligence. It's creating information out of noise... just amazing.
The one caveat/downside: It can remove character details. If you have a lot of tiny flaws on a skin, it can sometimes take that and interpret those specks as "noise" pixels.
However, I'll gladly trade time for the loss of minor details. The time savings can be amazing, and for anyone who is doing image production/dev work? That is gold right there.
And I still get lines on the faces of my older characters, for instance. The images still look good to me.