Completed Cycles Scene: Morning Bath. (Artistic Nudity)

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Moderator: joepal

Re: Completed Cycles Scene: Morning Bath. (Artistic Nudity)

Postby Brandy Farfan » Wed Dec 12, 2012 7:03 pm

rock3d wrote:the longest renders I've had were about three days per render and sometimes it took more then one try. :)


THREE DAY'S!! :o "WHAT THE FUB?!" :shock:
Oh! Your Poor Poor PC and it's Processors and Graphics card. :cry:
It must definitely "Suck" when the Render doesn't come out right, after all that hard work and time you had to wait for it to render.
Wow!!
But I'm sure it's all worth it. :)
Brandy Farfan
 
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Re: Completed Cycles Scene: Morning Bath. (Artistic Nudity)

Postby tjindy » Thu Dec 13, 2012 9:06 am

It is strange, why it takes so long times. I did some pictures form my client ( you can see it her alinvest.pl ) - pictures was quite big and takes on my old 4 core AMD CPU max 10 minutes. There are some trees, but no grass. I tried with grass but decided to not put at end. With grass takes 12-15 minutes.
Maybe try to post your blend file - i try to see what is going on ;)

Regards
TJ
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Re: Completed Cycles Scene: Morning Bath. (Artistic Nudity)

Postby joepal » Thu Dec 13, 2012 9:18 am

Try switching to cycles if you want renders to take three days instead. :-)
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Re: Completed Cycles Scene: Morning Bath. (Artistic Nudity)

Postby rock3d » Thu Dec 13, 2012 1:09 pm

Trust me, there are a number of great reasons that it takes this long.
Not all my renders do, but I tend to add detail and quality until I'm happy with it, and that adds render time.
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Re: Completed Cycles Scene: Morning Bath. (Artistic Nudity)

Postby gmr » Fri Dec 14, 2012 12:10 pm

In cycles, usually the process works in a seemingly linear way where luminosity increases with increasing samples (up to a certain point). Also strong pixelation effects are visible.

Could you please advise me if there is any hybrid rendering option where the geometry is rendered by internal render and then shaded via cycles, while interpolating between adjacent samples?

The combination would produce sharp geometry borders, gradually sharpening shades with no abrupt features within geometry and strongly noticeable pixelation since different samples will be deformed by both, smooth interpolation followed by mapping it as a texture - thus providing more seamless effects and reduced noise. (outcome will be fewer samples needed, fewer by arguably as much as orders of magnitude - so massive speedup).

I believe such option should be present in current blender cycles already though I don't know where to look for it. I recall that some time ago (pre blender cycles times) I read a research paper about similar rendering technique, however that was years ago and now I don't remember how to look it up again.

many thanks
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