Comments: 15
Art-By-Cajun-Beauty [2015-03-09 21:25:33 +0000 UTC]
The wrong guide, but the longer you render an image the higher the quality so I still say that the 60 hours paid off in the long run. I think it made for a cleaner image.
👍: 0 ⏩: 0
tats2 [2013-11-24 16:23:40 +0000 UTC]
Beautiful
👍: 0 ⏩: 0
Quanto [2013-05-01 05:51:21 +0000 UTC]
I personally prefer elves in a modern setting.
👍: 0 ⏩: 0
rusrick [2013-04-18 12:23:05 +0000 UTC]
Great job! Looks like her forward foot isn't quite touching the floor. Am I right?
👍: 0 ⏩: 1
DS-Penguin In reply to rusrick [2013-04-18 13:23:07 +0000 UTC]
Yeah, I was really hoping that would go largely unnoticed. I caught it 15+ hours into the render and at that point, didn't want to go back and start the render over to fix something that minor. It's about half to one inch off the ground.
👍: 0 ⏩: 1
rusrick In reply to DS-Penguin [2013-04-18 18:56:59 +0000 UTC]
The only reason I noticed was that where the model touches, there is that flesh color reflection. Beautiful job, though. And I'm glad you didn't use a typical background for the subject. Thanks, Rick
👍: 0 ⏩: 0
Wildcard84 [2013-04-17 05:33:26 +0000 UTC]
Skin turned out brilliantly. So what was the right guide to luxrender? Maybe you can save us out here a lot (really a lot) of time? Please!
👍: 0 ⏩: 1
DS-Penguin In reply to Wildcard84 [2013-04-17 13:22:32 +0000 UTC]
I can tell you what the WRONG technique was. The guide I read presented the theory of 'putting your render in a box', establishing planes outside of camera view to give rays an object to hit and therefore stop. The idea is that if a ray hit unbounded space, Lux would have to calculate that ray out to an extreme distance based on the remaining energy of the ray.
THIS IS WRONG. Lux is in fact designed to detect a ray that hits unbounded space and to terminate that ray. By putting the render in a box, you are giving MORE OBJECTS for the ray to interact with, forcing it to trace it's maximum number of bounces and completely deplete it's energy!
One could argue that I got some more global lighting effects from doing things the way I did, but given the angle of the lights, 1) any additional benefits from that approach are on the 3rd or 4th bounce of a given ray, and 2) those effects could have been achieved with 1-2 additional mesh lights outside of camera view, also going off into unbounded space and not impacting render time as greatly.
(Okay, long reply, but hope it helps!)
👍: 0 ⏩: 3
Wildcard84 In reply to DS-Penguin [2013-04-18 20:19:33 +0000 UTC]
Thank you for that long reply. As I said can help to save time for a lot of people. Keep it turning...
👍: 0 ⏩: 0
kobaltkween In reply to DS-Penguin [2013-04-17 15:19:41 +0000 UTC]
You know, that always bothered me when I read it. The basic Luxrender tutorials I found all had a plane, an object, and an area light. So mostly unbounded space. But the moment there was an indoor scene, that unbounded space was supposed to be a problem. It didn't make any sense.
Thanks so much for sharing this information.
👍: 0 ⏩: 0
pnn32 [2013-04-17 05:11:06 +0000 UTC]
Nicely done, beautiful warm and soft lighting!
👍: 0 ⏩: 0
Axcido [2013-04-17 03:26:41 +0000 UTC]
Sexy!
👍: 0 ⏩: 1