- Mar 29, 2018
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First things first, and I will assume you use Iray... not enough pixel samples, and way too much nearby lighting. That's what gives those shadows. Move the lights a little further back, and use a night-time HDRI map, as the core environmental illumination. Then, for this particular scene, use TWO spotlights, positioned at around where thecar's headlights would be, narrow the beam on each, and lower the intensity just enough. Let the HDRI give the base illumination, and only use the spotlights to add the necessary effect.My first render, let's call it Backdoor Alleyway Bust, taught me a lot about limits (textures, AA, rendering time, knowledge) so I would love for you to give me some input on how I can improve the most glaring errors (e.g those awful jagged shadows - why are they even there?).
The scene depicts a couple caught in the headlights of car by the way if it wasn't already obvious. Thx.
View attachment 1038157
I actually did that but I only found out right now that you can use Iray in the viewport. Maybe this gives me a better chance to eyeball what the dimensions of the cones should be but I doubt itThen, for this particular scene, use TWO spotlights, positioned at around where the car's headlights would be [...]
Oops, good call.In fact, unless you are trying to achieve flash photography, ALWAYS keep the headlamp off.
I've actually bend the fingers to fit inside the joint gap. The right shins are elevated by the kneecap and the foot. You're right though, it looks a bit odd.In this particular case, the man's shins are up in mid-air. Trying to fuck like that will surely destroy your kneecaps before you can say "I'm cumming". And, his hand looks like it's about to sink his fingers through the concrete.
Pro-tip: Among the view options on the main (and aux) view, you will find the spotlights as well. And, in their properties, when selected from the scene elements tree, you can adjust the cone, flaps etcetera. If you use each spotlight's view option, and work your way through the light's options, you can have an idea on how much, and how spread its lighting would be. Not an exact science, but gets you a vague idea, that you can then finetune with the iray preview.I actually did that but I only found out right now that you can use Iray in the viewport. Maybe this gives me a better chance to eyeball what the dimensions of the cones should be but I doubt it
Yes and no... Yes, higher pixels samples on the render settings, as well as higher quality value are important, but... if you won't let the convergence ratio hit at least 85% to 90%, you won't gain much, even if you max out the settings. The reason for it, is that, unlike what the default cycles, or octane (if my memory serves me well) rendering procedure, that's linear, dividing the canvas into bucket-sized blocks, and completing one at a time, Iray is a bit like luxrender, and works on the entirety of the canvas, denoizing and fine-tuning each pixel gradually. You can easily see this, if you render something with an hDRI dome light only. The static, emissive-only HDR dome hits maximum convergence pretty fat, most of the canvas surrounding the main object/figure gets as clear and noise-free as it can possibly get, you have a fast convergence jump, usually from 0 to anywhere between 50 and 75% within minutes if you do GPU rendering, but the figure/object itself remains grainy, noisy and heavily unfinished. You can even see it in your example render. The trash bag is perfectly rendered, sheen, shine and shading are all crisp, bottle if perfectly fine, debris, trash and ground are great, wall and door are fine, trashcans too, but the figures have jagged shadows, and grain in their darker skin portions.With "pixel samples" you meant the number of max samples, right? Thank you.
It is one of my favorite anime of this eraI love your anime style. They remind me of 90s Sailor Moon.