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phraught — Reversion 2553 Plus [NSFW]

Published: 2017-08-24 02:11:12 +0000 UTC; Views: 190; Favourites: 3; Downloads: 1
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Description My dear had some very helpful insights into the render I did here: 

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He estimated 4k hairs.  The actual value is 6k, but considering the substantial amount of transparency going on (about 0.9), that is very impressive.


I up'd the number to 20k, at least for the first bit (where this comes from), which is still short of the 140k on a typical hupernononspring's head.   This is a render of that.  (The second bit will have double that: 40k hairs - but still just a fraction of the goal.)

You can go back to the other one to compare - this looks quite a bit better, but compared to the 5-25 minute renders for most of the frames, this baby took about 3-4 hours.   Luckily there aren't many frames in the animation that should take that long.

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Comments: 4

madaigual [2017-08-24 14:54:06 +0000 UTC]

3-4 hours !
(That "hat" is beginning to look good, isn't it?)

It's a great shame none of us speak the same language (PoS/Daz/Max/Vray/C4D/Blender....). Were I to do 140K hairs in C4D it would take a minute or so with shadow mapping (1000x1000), a little longer with area lighting, however, were I to use raytracing then yes...3-4 hours! (I DON'T raytrace hair!)
In this particular scene C4D wouldn't give me an option because only raytracing can be used for reflections....And with the 2 mirrors you're basically calculating 3 separate heads + reflection bounces between the 3, which =
___________

Of recent I was thinking that perhaps sphere mapping of the spaceship/sky would cut down your render times significantly , it seems unfair that your poor CPU has to calculate the entire spaceship interior+solar system for each frame!

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phraught In reply to madaigual [2017-08-24 15:28:30 +0000 UTC]

Well - I've backed off on the hair quite a bit for the first bit since this render - and the 2-3 hours is really only on a small handful of frames - so I think it'll be fine.

The whole point was to raytrace the hair - it's the look I want and it wasn't too outrageously more expensive to render than the prop hair - about 30% more than other scenes, and this one is focused on the head which would be more expensive even with the prop hair.

Yeah - it would be interesting to try some of those, but the mirrors are not taking all that much longer.   Besides the sphere mapping would (if I'm understanding this right) not work right when moving through the scene - or for the two eye views for 3D.

In other news - I just discovered I've likely done everything wrong for the views using the Rift - the deep backgrounds are not merging - but...   python to the rescue, I think I can fix it with a bit of ye olde Math and just rebuild the views from the images.

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madaigual In reply to phraught [2017-08-24 17:10:10 +0000 UTC]

Yep! You're right.....sphere mapping probably a non-starter with your constantly changing PoVs (Stills/Animation is like comparing XYZ 3D to String theory), nonetheless pondering your project provides endless entertainment while I'm walking Dawg.

(Dawg and I have just been considering  "clothifying" the various panels that you normally find on prop hair to achieve a faux-dynamic effect)

In short, thanks for keeping my 3 neurons alive!

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phraught In reply to madaigual [2017-08-24 19:22:56 +0000 UTC]

Glad to be of service!  

Clothifying the prop hair does sound promising...   and I just commited to not touching this stuff for a few weeks...  durn it.

I may have to try that though.  Still - the single hairs sliding over a shoulder one-by-one is fun to watch.  When it works.  Hilarious to watch when it doesn't.

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