- Mon Sep 06, 2010 2:49 pm
#330018
Good point: Eyes, not real enough. Noted, and will be fixed later but not with GI 
If the thing you prefer in the previous render is the darker iris and "white" ? That could be accomplished with adjusting the texture, since the current one gives the Alien clear blue fresh eyes that doesn't quite fit with a wrinkly Alien
Remember that these are the exact same eyes that are in my "three eyes in simball scene". The clean texture makes it look like toy-eyes.
Even if I used the GI I think the end result would look very similar since the textures are the same, the darkness on the eye-white and iris in the previous render is just because the caustic light distribution within the external eye-volume would take much longer to clear up.
Recap of why I wont use GI for glass body:
1.
The problem is mainly time. It already takes long for SSS to clear, but the caustic GI takes longer.
(the "glass" that covers the "white" is 0,5mm thick...not sure if that affects rendertime since the other caustic tests done in this thread with only the glassvolume and a flat surface inside where rather fast?)
And if I used GI for these quick renders people might like the dark eye-result, and not give me good feedback as you just did, and then everyone would be disappointed (including me) when I finally let it render overnight and the toy-eyes clear up
2.
Another thing that might cause problem with GI and caustics in this case is that the eyelids are intersecting the external eye-volume.
( ok, that's a sculpting-cheat, but it's a pain to actually sculpt the inside of the eyelids to avoid intersections. Easy to do in a CAD system with booleans , but not on a subdivision model with the current +7million polygons
)
In the previous render I did postwork to reduce strange red SSS that occured at the eyelids edges... something I think occurred because of that intersection. (don't have the manual in front of me, but I think there are some recommendations on which types of intersections that are good/bad ?)
3.
You don't actually gain anything for a creature/human render. In the latest render, the eye on the left side of the image shows the "caustic" effect with darker iris on the lighted side and brighter on the opposite side because the iris goes inward instead of outward as a real eye. And it clears in minutes instead of hours.
If the thing you prefer in the previous render is the darker iris and "white" ? That could be accomplished with adjusting the texture, since the current one gives the Alien clear blue fresh eyes that doesn't quite fit with a wrinkly Alien
Remember that these are the exact same eyes that are in my "three eyes in simball scene". The clean texture makes it look like toy-eyes.
Even if I used the GI I think the end result would look very similar since the textures are the same, the darkness on the eye-white and iris in the previous render is just because the caustic light distribution within the external eye-volume would take much longer to clear up.
Recap of why I wont use GI for glass body:
1.
The problem is mainly time. It already takes long for SSS to clear, but the caustic GI takes longer.
(the "glass" that covers the "white" is 0,5mm thick...not sure if that affects rendertime since the other caustic tests done in this thread with only the glassvolume and a flat surface inside where rather fast?)
And if I used GI for these quick renders people might like the dark eye-result, and not give me good feedback as you just did, and then everyone would be disappointed (including me) when I finally let it render overnight and the toy-eyes clear up
2.
Another thing that might cause problem with GI and caustics in this case is that the eyelids are intersecting the external eye-volume.
( ok, that's a sculpting-cheat, but it's a pain to actually sculpt the inside of the eyelids to avoid intersections. Easy to do in a CAD system with booleans , but not on a subdivision model with the current +7million polygons
In the previous render I did postwork to reduce strange red SSS that occured at the eyelids edges... something I think occurred because of that intersection. (don't have the manual in front of me, but I think there are some recommendations on which types of intersections that are good/bad ?)
3.
You don't actually gain anything for a creature/human render. In the latest render, the eye on the left side of the image shows the "caustic" effect with darker iris on the lighted side and brighter on the opposite side because the iris goes inward instead of outward as a real eye. And it clears in minutes instead of hours.
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