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Thread: Show your LW2018 Test Renders

  1. #31
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    Quote Originally Posted by Snosrap View Post
    4 minutes using an old i7 920 2.67GHZ - Settings were basically what you get when you clear a scene with the exception that I changed the "angle" of the distant light from 0 degrees to 35 and I changed the camera to 1000 x 1000 and turned the minimum samples to 4. I did get some white "speckles" on the wood around the statuette, but I removed those with PS.
    Speckles, noise and AA have been a concern for me and hopefully the cause and fix can be figured out.
    Those speckles are called fireflies. It is an artifact when you get a sample ray with extremely high intensity. You can use clamp in the render settings to limit the effects. The downside to that is that you may lower the overall intensity of the scene as a whole (like putting a dampening effect on it) So sometimes it is better to choose a higher limit, and then fix the image in post. Like in PS or AE for instance. But it is a problem with PBR rendering in general unfortunately.

    I am thinking of making a tutorial to help people out on how to deal with it. But maybe Craig is already working on that?
    Last edited by MichaelT; 01-03-2018 at 08:36 AM.

  2. #32
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    Quote Originally Posted by Snosrap View Post
    4 minutes using an old i7 920 2.67GHZ - Settings were basically what you get when you clear a scene with the exception that I changed the "angle" of the distant light from 0 degrees to 35 and I changed the camera to 1000 x 1000 and turned the minimum samples to 4. I did get some white "speckles" on the wood around the statuette, but I removed those with PS.
    Speckles, noise and AA have been a concern for me and hopefully the cause and fix can be figured out.
    impressive time with min 4 samples+ bruteforce- on no so modern hardware with 1000*1000 res.- well done. and thx for info.
    Last edited by Vladimir545; 01-03-2018 at 08:52 AM.

  3. #33
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    Quote Originally Posted by MichaelT View Post
    Those speckles are called fireflies. It is an artifact when you get a sample ray with extremely high intensity. You can use clamp in the render settings to limit the effects. The downside to that is that you may lower the overall intensity of the scene as a whole (like putting a dampening effect on it) So sometimes it is better to choose a higher limit, and then fix the image in post. Like in PS or AE for instance. But it is a problem with PBR rendering in general unfortunately.

    I am thinking of making a tutorial to help people out on how to deal with it. But maybe Craig is already working on that?
    It would be good to have separated clamping for direct and indirect rays.
    English is not my native language so please be patient.

    Salvador Ureņa
    http://urenasalvador.wixsite.com/portfolio

  4. #34
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    Quote Originally Posted by jakuzaa View Post
    I love the new render engine. Plant from evermotion, BSDF materials, some subsurface on the flowers. Still learning the render/GI settings, not happy with rendertimes but soo happy with the results

    Attachment 139100
    Wow !

  5. #35
    Hardcore Lightwaver Photogram's Avatar
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    Cool

    Here are my first final renders of 2018!

    This is a conversion from LW11. I had no problems converting the materials because i was using material nodes in LW11

    All the project was done using Delta node, Dilectric and Conductor.

    I had add one environement light to get rid of the noise and fine tune the only light for this project.
    The majority of the lighting was done using gemometry with luminosity so i converted them from standard to Principle shader.

    This is straight out of LW2018 no photoshop! 45 min to 1:15 min per frames (1864X2400 pixels)

    I wait for your comments

    Cheers the new Renderer is just fantastic!Click image for larger version. 

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    Last edited by Photogram; 01-03-2018 at 10:31 AM.

  6. #36
    Hardcore Lightwaver Photogram's Avatar
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    Theses are the images done in LW11 back in year 2014

    At this time i was trying to match the render of this watch done in VRay.

    I was very close but i took me more than 50 hours of tweaking....

    Now with 2018 that is reduced a lot to about 6 hours...

    The renders in 2014 took about 2 hours and now with 2018 this is reduce to about an hour per frames in high resolution.

    Click image for larger version. 

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  7. #37
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    Quote Originally Posted by Photogram View Post
    The renders in 2014 took about 2 hours and now with 2018 this is reduce to about an hour per frames in high resolution.

    Click image for larger version. 

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    Very nice renders. I know it is a product shot so everything has to be sharp but could you add some DOF (just for fun)?

    On my part, quick (only a couple hours of tweaking ) interior test render. White walls and no splotches, no colour bleeding, extremly happy overall.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  8. #38
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    For people converting from old to new textures, try *just* using PBSDF. It should be able to handle any kind of surface by itself, much like when we could only use LightWave's Surface Editor, pre-Node days, but this time all completely reciprocal (well, mostly).

    B
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  9. #39
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    Quote Originally Posted by jakuzaa View Post
    Very nice renders. I know it is a product shot so everything has to be sharp but could you add some DOF (just for fun)?

    On my part, quick (only a couple hours of tweaking ) interior test render. White walls and no splotches, no colour bleeding, extremly happy overall.
    Very clean arch viz!
    Yay no splotche anymore! it is brute force renders or interpolated?
    Thanks for the comments i have planned to do another render with DOF. I will post them when done

  10. #40
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    Quote Originally Posted by Photogram View Post
    Very clean arch viz!
    Yay no splotche anymore! it is brute force renders or interpolated?
    It is interpolated with "Interpolation Softness" set to 100%. Area Lights with portal option in windows and Direct for the sun.

  11. #41
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    Quote Originally Posted by jakuzaa View Post
    It is interpolated with "Interpolation Softness" set to 100%. Area Lights with portal option in windows and Direct for the sun.
    OMG it is better than the old renderer!

    Yay!

  12. #42
    Super Member Snosrap's Avatar
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    Quote Originally Posted by Photogram View Post
    Here are my first final renders of 2018!

    This is a conversion from LW11. I had no problems converting the materials because i was using material nodes in LW11

    All the project was done using Delta node, Dilectric and Conductor.

    I had add one environement light to get rid of the noise and fine tune the only light for this project.
    The majority of the lighting was done using gemometry with luminosity so i converted them from standard to Principle shader.

    This is straight out of LW2018 no photoshop! 45 min to 1:15 min per frames (1864X2400 pixels)

    I wait for your comments

    Cheers the new Renderer is just fantastic

    Is there an unknown artifact? See image.
    Click image for larger version. 

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  13. #43
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    Quote Originally Posted by Snosrap View Post
    Is there an unknown artifact? See image.
    Click image for larger version. 

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    Yes i know my model have many bad polygon because that is a converted model from solidwork. The converted model has so many triangulated polygons... It's a lot of work cleaning all theses polygons. I maybe need to remodel or retopology the watch but didn't had enough time for this..
    My solution was to reduced the smooting angle to the minimum but some polygons still appear wrong in the renders so i just decided it will be faster to just do Photoshop retouch after the render.
    Theses LW2018 render where not retouched in photoshop so there are many of these bad polygons in my renders.

  14. #44
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    Quote Originally Posted by jakuzaa View Post
    Very nice renders. I know it is a product shot so everything has to be sharp but could you add some DOF (just for fun)?

    On my part, quick (only a couple hours of tweaking ) interior test render. White walls and no splotches, no colour bleeding, extremly happy overall.
    Thanks for your test. Why 100% and not 50%? It seems that chairs have lost the contact shadow. Maybe some ambient oclussion multiplying in the ceiling and floor...

    Regards
    English is not my native language so please be patient.

    Salvador Ureņa
    http://urenasalvador.wixsite.com/portfolio

  15. #45
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    Unhappy

    Here are the bad polygons.

    I didn't find a tool or a trick to repair that rapidly..

    I notice that with the new opengl and renderer theses polygons are more visible than in the past.
    With the old renderer i was able to hide these polygons simply by reducing the smooting angle but it seems something has changed and i think the future models will need to be modeled with more attention.


    Click image for larger version. 

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