The snake hairs are a WIP.

Moderator: joepal
joepal wrote:Cute idea
As a few comments, I don't understand what's on the floor in front of the statue (which is beautiful by the way).
As a second comment, I think this is one of the scenes where you would really benefit from rendering in cycles rather than BI. The major down sides of cycles appear when you need either sub surface scattering or particle hairs, while the upsides appear where you have limited space scene with indirect lighting.
joepal wrote:Nice.
A few tips...
I think you could remove the overhead light (not the spotlight, the light added close to the roof), as well as any light added from the direction of the camera, and instead increase the lighting from the windows quite a lot. Then in render mode, set "render preset" to "full lighting" (I don't remember exactly the name, I don't have blender on this computer... It's the highest settings where light bounces until it's spent).
This will make the rendering (quite a lot) slower, but will generate more natural light bounces.
You might have to tweak the glossy levels to fit the new light settings though.
joepal wrote:Yeah, I usually let them render overnight.
Also, a graphics card with CUDA does wonders for cycles render times.
Rhynedahll wrote:joepal wrote:Yeah, I usually let them render overnight.
Also, a graphics card with CUDA does wonders for cycles render times.
The 7 1/2 hours is with Cuda on an Nvidia 660 GTX.
I've previously rendered half of the image at the higher settings and that took 10+ hours.
The full image would take 20+ hours to render with my card.
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