Show your LW2018 Test Renders

luzlight

Member
I thought It would be nice to have your examples as you play for the first time with the new version, for those who want to have a quick look at what's possible and may be for new comers lurking for the first time here.

The new render and materials are quite fun to play with. Despite an initial struggle with Ray Recusion values which I never messed with before I managed to bring this old model into LW2018 and render without much messing around with the render settings.

Lighted with a HDR image only.

Sure it can be improved, but been able to get this as the starting point is for me gratifying.
 

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  • Bottles TestRender.jpg
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ffx2018-kryslin_q85.jpg

FiberFX insanity...
1 Insane character mesh...
2 Lights
5 layers of FiberFX fur and hair...
No nodes in FiberFX
Not knowing how to set up noise filtering...

And this is what I get in 6 minutes.
 
first one with brute force GI.
Seems so, caustics are usable.
Don't know how yet how to use noise reduction.

1.jpg
 
...rendered in less than 1min on intel 6900K (8-16cores/4ghz), with DOF and volumetric light, it is a VRP save downscaled from 4K res... of course, noise would be removed with reduction and/or more render time, but it isn't sowething disturbing on my side
 

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Anything from content directory to wow the fence sitter?
Is there a micropoly displacement in 2018?
 
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 :D

kwiat_bruteforce_16min.jpg
 
This is probably as good a thread as any to ask the question, what are people doing to combat chunky AA in bright highlights, for example with a HDR environment sun reflection, or reflection of a distant light/ Sunsky Sun etc? Just not covered in the help, so far my render tests are looking promising but the AA is awful, I don't want to mess around with settings if there is a simple workflow to combat this.
 
This is probably as good a thread as any to ask the question, what are people doing to combat chunky AA in bright highlights, for example with a HDR environment sun reflection, or reflection of a distant light/ Sunsky Sun etc? Just not covered in the help, so far my render tests are looking promising but the AA is awful, I don't want to mess around with settings if there is a simple workflow to combat this.

This might shed some light, but maybe not solve the problem. Check out this RH video at about 10:20.
https://www.youtube.com/watch?v=I5wC8xRrDBA
 
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 :D

View attachment 139100

Hello, can share scene? this not commercial work? -let try to reduce time-intresting see options. 16 min on bruteforce with this resolution-not many even depends on no so good hardware. what a Hardware?
 
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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 :D

View attachment 139100

Yes, same here ! Happy with the result but afraid with rendertimes ! Not sure we use it in architectural production ! And sure we don't use it with interior rendering, so long ! Waiting for Octane denoising !
 
Yes, same here ! Happy with the result but afraid with rendertimes ! Not sure we use it in architectural production ! And sure we don't use it with interior rendering, so long ! Waiting for Octane denoising !


Simple raytrace,or With Interpolated gi- very fast-like mental ray. No all case need use Montecarlo with bsdf surface. But anyway lights like area and enviroment sampling for bruteforce- droped speed more than surface shading for me. Octane faster of corse because render on gpu.
 
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Thank for linking to the RH video, I've just discovered that the lights have values measured in Lumens, thanks I guess, although it's not super intuitive. This from the manual.

{Loading a scene from a previous version of LightWave will automatically convert scene lights to the correct values, but if you need to manually convert a 100 % light from the old percentage scale to Lux you can do so according to the following rules:

Area * 3.14
Distant * 3.14
Dome * 1.57 (converted to Distant light with the appropriate angle)
Linear * 3.14
NGon * 3.14
Photometric no changes, but see note
Point * 3.14
Spherical * 6.28
Spotlight * 3.14
3rd party lights * 3.14}

So 100% is 3.14. I'm not very mathematically oriented so that's gonna be odd for me, what would 50% percent be? Anyway, they broke the egg to make an omelet.
 
Thank for linking to the RH video, I've just discovered that the lights have values measured in Lumens, thanks I guess, although it's not super intuitive. This from the manual.

{Loading a scene from a previous version of LightWave will automatically convert scene lights to the correct values, but if you need to manually convert a 100 % light from the old percentage scale to Lux you can do so according to the following rules:

Area * 3.14
Distant * 3.14
Dome * 1.57 (converted to Distant light with the appropriate angle)
Linear * 3.14
NGon * 3.14
Photometric no changes, but see note
Point * 3.14
Spherical * 6.28
Spotlight * 3.14
3rd party lights * 3.14}

So 100% is 3.14. I'm not very mathematically oriented so that's gonna be odd for me, what would 50% percent be? Anyway, they broke the egg to make an omelet.

worth adding to the docs. can users add comments in the confluence pages?
 
Yes, same here ! Happy with the result but afraid with rendertimes ! Not sure we use it in architectural production ! And sure we don't use it with interior rendering, so long ! Waiting for Octane denoising !

totally agree. I was hoping after years of octane rendering i may return native rendering.. But no . oh no no no .. .. it is so slow ... so noisy ... Once denoiser released for Octane .. we are saved completely.
 
Well yeah, there are other faster renderers, but let's keep the focus on how to use this one. I've been experimenting with the environment light, which is an image based lighting source, it will give you shadows calculated on the environment light source, which we never really had before. The only weird thing is, all my HDR images that work fine elsewhere over-blow the kurcheezus out of my renders, the only ones that don't exhibit this are the one I find in the 2018 content folder, which are EXR files, I don't really see the difference between my other HDRs and the LW EXR files, at least to look at, all my settings remain the same but the difference in renders is that I can't get anything acceptable with the HDR's. What's the special secret with the ones in the content folder, provided by Illuminated Tools.

Edit, there is the following in the help, may account for the blow-out, although doesn't account for the fact the Illuminated Tools EXRs don't blow out the scene.

In Use
The Environment light affects the Diffuse and Specular environment of your scene. There are some rules to follow to get the best from it without blowing out renders.

If the Environment light contributes to the background radiosity by using the Affect Diffuse setting in the Light Properties panel, then uncheck Sample Backdrop in your Brute Force radiosity settings. If you'd rather use radiosity for your environment, uncheck Affect Diffuse in the Environment light setting.
Likewise, if the Environment light contributes to Specularity, you must go to the Shading Model for the surface settings for your objects, and switch from the default Raytrace + Backdrop to Raytrace.
Incorrect usage of the light will result in a doubled contribution to your renders' Diffuse and/or Specular buffers. This will mean renders that are too bright overall.
 
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