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Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 4:08 pm
by asennov
Here you can see the difference between SSS and no-SSS renders, bot in time and visuals. For Octane SSS I've used the simplest form (glossy and diffuse with scattering nodes), more complex networks will give better results but also double (at least) the rendering time.

No-SSS mode for Iray uses the same uber material as SSS mode internally so difference in speed is not that big.
Octane, no SSS, 500 spp, 4 seconds
Octane, no SSS, 500 spp, 4 seconds
Octane, 2-node SSS, 500 spp, 25 seconds
Octane, 2-node SSS, 500 spp, 25 seconds
Iray, no SSS, 500 iterations, 24 seconds
Iray, no SSS, 500 iterations, 24 seconds
Iray, SSS, 500 iterations, 28 seconds
Iray, SSS, 500 iterations, 28 seconds

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 4:14 pm
by Hydra
asennov wrote:Here you can see the difference between SSS and no-SSS renders, bot in time and visuals. For Octane SSS I've used the simplest form (glossy and diffuse with scattering nodes), more complex networks will give better results but also double (at least) the rendering time.

No-SSS mode for Iray uses the same uber material as SSS mode internally so difference in speed is not that big.
What SSS did you use for Octane? Its not a native implementation.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 4:21 pm
by Hydra
Anyways, I did do a simple comparison between Octane simple Daz shader (diffuse + specular + bump) and Redspec SSS;
viewtopic.php?f=44&t=43730&p=221067#p221181

Redspec SSS makes it look like someone took photoshop to the skin of the character, and the result is undeniably better.

Redspec is also incredibly complex. Its not just trying to simulate blood under the skin or through the ears. Its processing different RGB scattering and a few other things. In some scenarios I need to tone down the SSS effect because well... things look like jelly.

Personally I'd be grateful for a simple SSS shader built into Octane. I'd also be keen on a simple metal shader as well.

But I wouldn't trade my Octane as long as its got Redspec. (You guys aught to bribe those guys not to support iRay. :-) )

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 5:04 pm
by larsmidnatt
Hydra wrote: What SSS did you use for Octane? Its not a native implementation.
Personally I'd be grateful for a simple SSS shader built into Octane. I'd also be keen on a simple metal shader as well.
SSS and Metals are easy to make with the Octane materials, they don't need new nodes for this because existing nodes already address these needs.

Use a diffuse or diffuse mix material(say glossly/diffuse mix) for a simple SSS material. Use a glossy material with very low roughness for metal.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 5:08 pm
by Hydra
larsmidnatt wrote:
Hydra wrote: What SSS did you use for Octane? Its not a native implementation.
Personally I'd be grateful for a simple SSS shader built into Octane. I'd also be keen on a simple metal shader as well.
SSS and Metals are easy to make with the Octane materials, they don't need new nodes for this because existing nodes already address these needs.

Use a diffuse or diffuse mix material for SSS material. Use a glossy material with very low roughness for metal.
I get that, but I'm talking about making this more newb friendly. Point, click, press make art button.

If you haven't noticed its one of the first things a lot of people mess around with. That may not be what people purchased Octane to do.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 5:30 pm
by sikotik13
I would presume that since most of the liveDb appears to be user submitted, you could always create said simple SSS and metal shaders and upload them. I just saved a slightly tweaked procedural steel mat and use that as my metal base for most things, and there are a plethora of skins available. Given that we are in a Daz-related forum, most Daz users are familiar with tweaking materials for customization anyway, and it's pretty common regardless of renderer. They may be confused they don't have to pay for the plethora of options, however, if coming from 3delight and that god-awful shader brick system.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 5:56 pm
by kibbycabbit
t_3 wrote:one of my best so far (and since i have not that much time to experiment, there must be much better possible):
Lexi_cine.jpg
Wow, that's a masterpiece!

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 5:57 pm
by kibbycabbit
asennov wrote:Here you can see the difference between SSS and no-SSS renders, bot in time and visuals. For Octane SSS I've used the simplest form (glossy and diffuse with scattering nodes), more complex networks will give better results but also double (at least) the rendering time.

No-SSS mode for Iray uses the same uber material as SSS mode internally so difference in speed is not that big.
girl_oc_no_sss_4.jpg
girl_oc_sss_25.jpg
girl_irad_no_sss_24.png
girl_irad_sss_28.png
Thank you! That will help me realize and enhance my work. :D

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 6:29 pm
by larsmidnatt
Hydra wrote:I get that, but I'm talking about making this more newb friendly. Point, click, press make art button.
For learning Octane using the LiveDB is a place to start if you don't want to read the manual or forums for tips. I know I used materials from the liveDB for reference for a long while. So I think they give you everything you need even as a newb.

The magical make art button is something Daz jokes about, but it really is there business model but it does come at a price. Here you get everything you need to make whatever lights or materials you need and it is documented well.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Mar 13, 2015 6:55 pm
by asennov
Hydra wrote: What SSS did you use for Octane? Its not a native implementation.
As larsmidnatt said it's a mix between simple glossy material and diffuse material with scattering. Redspec shaders look obviously better but my main concern are animations and for them I have to stay in 2 minutes per frame budget so the simpler shaders (with decent look :) ) the better.

Forgot to mention - it's 1.2 :)