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Thread: Show your LW2018 Test Renders

  1. #421
    Electron wrangler jwiede's Avatar
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    Quote Originally Posted by tonyhall007 View Post
    Creating my back to the future watch. Took about 1hr and 10 min to render i7 7700K 4-64 AS. Still working on it.Attachment 140104
    Nice render, but still quite a bit of noise at 1h10m. Guessing that's without noise reduction?
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  2. #422
    Goes bump in the night RebelHill's Avatar
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    meh.
    Last edited by RebelHill; 02-13-2018 at 10:42 AM.
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  3. #423
    Registered User jbrookes's Avatar
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    Quote Originally Posted by tonyhall007 View Post
    Creating my back to the future watch. Took about 1hr and 10 min to render i7 7700K 4-64 AS. Still working on it.Attachment 140104
    What happens if you lower the Roughness setting for the surfaces?

    I find that a tiny bit of that parameter goes a long way.

    That might smooth things out.
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  4. #424
    Registered User Schwyhart's Avatar
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    Click image for larger version. 

Name:	Escalators_PostProcessed_02.jpg 
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    Obviously I did some post work on this render.
    One of these images is without grain added and one is with grain.

    I want to add an environment so the glass walls look more realistic, but I'm afraid of the render time it will involve.
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    Last edited by Schwyhart; 02-14-2018 at 07:52 AM.

  5. #425
    Registered User Chernoby's Avatar
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    Quote Originally Posted by tonyhall007 View Post
    Creating my back to the future watch. Took about 1hr and 10 min to render i7 7700K 4-64 AS. Still working on it.Attachment 140104
    Why in gods' names did this take over an hour?
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  6. #426
    Registered User Schwyhart's Avatar
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    Overkill color grading...but it's fun to do

    Click image for larger version. 

Name:	Escalators_PostProcessed_03.jpg 
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  7. #427
    Electron wrangler jwiede's Avatar
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    Quote Originally Posted by Schwyhart View Post
    Overkill color grading...but it's fun to do

    Click image for larger version. 

Name:	Escalators_PostProcessed_03.jpg 
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    Semi-useful, if only because it shows how much noise is still hiding in there and where (to better direct your noise reduction efforts).
    John W.
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  8. #428
    Registered User Schwyhart's Avatar
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    Quote Originally Posted by jwiede View Post
    Semi-useful, if only because it shows how much noise is still hiding in there and where (to better direct your noise reduction efforts).
    There was only just a tiny amount of noise in the raw render, so I removed it. Then I added noise to give it a more film look...guess I failed

    One more:
    Click image for larger version. 

Name:	Escalators_PostProcessed_04.jpg 
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    Last edited by Schwyhart; 02-14-2018 at 01:52 PM.
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  9. #429
    Electron wrangler jwiede's Avatar
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    Quote Originally Posted by Schwyhart View Post
    There was only just a tiny amount of noise in the raw render, so I removed it. Then I added noise to give it a more film look...guess I failed

    One more:
    Click image for larger version. 

Name:	Escalators_PostProcessed_04.jpg 
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    Well, I didn't really get a sense of "film grain" from the noise, clearly. In particular, look at top of elevator door header on the right, and top of left escalator towards the left (where it goes behind light pole/panel/whatever) -- btw, meant in _03, not _04. That kind of pixellated random (but largely monochromatic) noise doesn't really read as "film grain" for me, it reads as regular CG render noise. Maybe try adding less back, or try different types of noises to see if you can find one closer to "film grain"? Getting some chromatic "dispersion" in the noise might help it look more like "film grain" too.
    John W.
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  10. #430
    Registered User pbaroque20's Avatar
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    Some work in progress model I'm currently close to finishing. Easy rendering setup. Fiberfx works very nice in this version and appreciate. I did some quick photoshop retouching to contrast and saturation.

    Click image for larger version. 

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  11. #431
    Studio Animator DonJMyers's Avatar
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    Quote Originally Posted by pbaroque20 View Post
    Click image for larger version. 

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    it is eggbert!

  12. #432
    Registered User pbaroque20's Avatar
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    Quote Originally Posted by DonJMyers View Post
    it is eggbert!
    lol. I added Fiberfx to the model. I'm happy to say this module is really stable on my end. Was working with it for over an hour and no crashes.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  13. #433
    Registered User Terb1097's Avatar
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    Little bit of Zbrush, 3Dcoat and LW render engine.
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  14. #434
    Super Member Kryslin's Avatar
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    Ok, to make up for the really bad test render I first posted, I tried applying what RH has been saying to the scene:
    1) Keep Camera AA Passes as low as you can.
    2) Raise lighting samples, Refl. Samples, Refr. samples, and SSS Samples first, before Camera AA passes.

    So, that being said, and I was getting frustrated, I rendered this image out @ 4x resolution, and scaled it to final size:
    Click image for larger version. 

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    (Time : 2h16m39s @ 3200 x 2400; No Adaptive AA, 4 AA passes, 1 Environment light @ 25 samples; 4 / 2 / 2 Refl/Refr/SSS Samples)
    (No Noise Filtering, Sinc Filter, Radius 3.0)

    And things look wonderful.
    (Note, it appears that render times scale pretty much linearly; My estimate of 2h40m was just a bit off the actual time, based on a 10m time for an 800 x 600 render with the same settings - I took the square of the resolution multiplier (3200 x 2400 is 16x the number of pixels of 800 x 600), times 10m)

    So, I started with everything as defaults @ 800 x 600, and started with 25 AA passes / 4 samples on the environment light, and started reducing AA passes while bringing light samples up.
    Click image for larger version. 

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    (Time : 14m27s @ 800 x 600, No Adptive AA, 7 AA passes, 1 Environment light w/ 16 Samples, 4/2/2 Refl/Refr/SSS Samples, Sinc Rec. Filter, Rad = 3, No Noise Filter)

    After this point, fewer AA passes start to degrade the FFX fibers.
    Things I have discovered
    1) Denoiser shouldn't be used with FFX, it obliterates fiber details.
    2) Adaptive AA incurs a fairly hefty performance hit in this example - about 25% longer. I thought AAA was supposed to help save us time?
    3) FFX likes and needs AA passes; The lowest I would go is 6. After that things degrade quickly.
    4) I need to work on making my fur textures stand out/come through in FFX.
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  15. #435
    Goes bump in the night RebelHill's Avatar
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    Yeah... ffx seemingly creates an exception to the low cam samples thing... but really it just creates a TON of "spatial details" that need to be resolved, and AA is the only way. So the rule applies, but the "as few AA passes as needed" is still often a higher number.

    As for ffx + GI... i'll just leave you to that, id rather finish my renders before the end of time.
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