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3D-Daz Daz3d Art - Show Us Your DazSkill

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Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,249
7,627
Thank You for the advice!
I Remade it again from scratch. Fixed hand pose, the breasts and rotate HDRI Dome.
I cant Fix the water because it was from the environment preset.
Can you show me some water Tutorial? the water wave didnt make the Tiles distorted.
I dont understand the down-sampling mean. Can you explain it to me?
View attachment 319048
Water - most water assets are done as a flat plane with a texture to simulate ripples. As such it doesn't refract light realistically. Either you need to get an asset with water done as a rippled surface (Rigged Water iRay / Ebano) or create the water surface from scratch by creating a suitable surface in Blender / Hexagon or by using D-formers. Please note that D-formers don't work that well and will only have an effect if the water surface is made up of high resolution mesh.

Down-Sampling - It's just rendering at a higher resolution and the reducing the resolution of the final product. For a 1080p image I render at 3840 x 2160 and then reduce the image size to 1920 x 1080. Whilst each iteration takes 4 times as long, I find I can achieve the same quality result in about 1/10th the iterations. As such the rendering time is about 2.5 times less.
 
Dec 27, 2018
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185
Water - most water assets are done as a flat plane with a texture to simulate ripples. As such it doesn't refract light realistically. Either you need to get an asset with water done as a rippled surface (Rigged Water iRay / Ebano) or create the water surface from scratch by creating a suitable surface in Blender / Hexagon or by using D-formers. Please note that D-formers don't work that well and will only have an effect if the water surface is made up of high resolution mesh.

Down-Sampling - It's just rendering at a higher resolution and the reducing the resolution of the final product. For a 1080p image I render at 3840 x 2160 and then reduce the image size to 1920 x 1080. Whilst each iteration takes 4 times as long, I find I can achieve the same quality result in about 1/10th the iterations. As such the rendering time is about 2.5 times less.
Oh well.
Thank You some much! Your advice is very helpful for me.
 
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Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,249
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3336 ite. ?
Bug or not ?
View attachment 319639
The lack of convergence is a result of the lighting in the scene. From what I can see the lighting is from a high intensity emissive surface, that is the rim light under the handrail. High intensity emissive surfaces are firefly factories and the bane of image convergence. A fairly high proportion of assets make this mistake and need the lighting redone. The presence of several reflective surfaces are also not helping convergence.

You shouldn't need more than 200 iterations if your lighting is effective.
 

Larry Kubiac

Well-Known Member
Feb 4, 2018
1,895
10,099
The lack of convergence is a result of the lighting in the scene. From what I can see the lighting is from a high intensity emissive surface, that is the rim light under the handrail. High intensity emissive surfaces are firefly factories and the bane of image convergence. A fairly high proportion of assets make this mistake and need the lighting redone. The presence of several reflective surfaces are also not helping convergence.

You shouldn't need more than 200 iterations if your lighting is effective.
Always that light, erf... Thanks.
 
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Part

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Nov 14, 2016
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Thank you^^ i just add "Curves" filter most of the times
Great, I think I got it (with a little more of pratice, it will be good):
(Very good tuto for adjusting "Curves" in TS : )

Models : My Camille & My Paul
319684

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5.00 star(s) 13 Votes