We've been asked by a few people about the rendering settings we use so here they are!
NOTE: to achieve a great 3D render, regardless of the tool you use there are a few elements to take into consideration:
- shaders (skin in particular)
- rendering settings
they all contribute to a great 3D pic, well, of course great models and composition are must-haves too but the above 3 concern the quality of the rendering output not its artistic quality (which is MUCH harder to put into guidelines ).
Poser 9 and Poser Pro 2012 settings are on top below them are Poser 8 and Poser Pro 2010 settings, the only difference being the new subsurface scattering feature.
With the release of Poser 8 Smith Micro introduced a new feature for rendering in Poser: IDL, that is Indirect Lighting.
This feature can very highly increase the quality of the final render output so we suggest everyone to use it for their final renders.
Please, note these are final render quality settings, they're not meant for wip/test renders but for the final, high quality, render!
For WIPs of test renders you can either avoid IDL entirely (for example, we don't use when working on the very products, to check textures and so on, sometimes we turn it on to fine-tune materials though) or just lower some of the IDL settings (for example when you are testing your lights and you need IDL to be anabled as lights have a very different outcome with IDL on).
1- The Poser main render settings panel, it's actually similar to the one available even in previous version (but the Poser 4 engine is no longer available), still, you have to use the manual settings for the Firefly rendering engine since the Auto ones are poor (they don't include displacement, smooth polygons etc.) and certainly are not recommended for final renders; unless you only need a rough one to be heavily postworked in some 2D editing program.
If you don't need to use IDL this already includes all you need (just uncheck the IDL little box).
The DOF may also not always be necessary (even though it can always help to add depth and a certainl 3D feel to your renders, even close-ups):
- you can avoid it for characters-only shots while if you're rendering them in an environment it will really help to add depth and the feeling that they are in the scenery
- you can add/fake it at a later time (especially if your machine isn't very powerful since using DOF can heavily increase rendering times, especially on less powerful machines and especially in combination with IDL). On simplere shots (for example character- only or close ups), you can successfully use the brlur blush or functio in photoshop or similar programs. For more complex shots you can use separate renders and masks, semidieu's scripts can come really in handy in such cases (you can find them at RuntimeDNA.com or you can also use tools such as DOF pro etc.
2- If you decide to use IDL you can simply set it up on the previous screen, HOWEVER it's much better that you use the advanced IDL settings available through the script by Dimension3D (included in Poser) (Scripts -> Partners -> Dimension3D -> Render Firefly
3- On the IDL render settings window that will open up put the shown settings for an high quality, image outcome.
- Add as many cores as you have since the rendering speed is incremental, of course this means your computer will not be able to do much more than rendering OR, don't use all your cores if you want to do other things while Poser redners (like watching a video, modeling, texturing etc.), obviously this means it will take much longer for the render to be completed.
- samples and irradiance cache: of course the higher these settings the better, however rendering time can really increase if you boost them too much. For more complex scenes you may want to keep these values a little lower, you can also run some tests with area rendering to see if the outcome difference is worth the additional rendering time.
- pixel samples: if you're using DOF they should be as high as possible. If you've set a "light" DOF 12 may be enough, if it's stronger choose and even higher value for the pixel samples. Your best bet is to check with a smalle area render on the most distant object how the brlur of the DOF renders out, when you're satisfied with the outcome you can render the whole image.
We hope this may come in handy !
Well, hard to compare.
When it comes to quality, they may be similar (we don't have enough experience with Reality though).
The thing is Octane only works on some Videocards (nVidia cards, because it works with the CUDA cores), while Reality will work with every machine.
Both ask you to work on the materials, so there's not much difference there, but if you have the right card Octane is lighting fast.
Reality while great was too slow for us to be able to use it efficiently.
70 is a fair number as it doesn't make it too hard on Poser to calculate the rendering, but looks great!
You can always make an area render with the different values and see what's the difference in rendering times and if it's not much on your machine, then I'd suggest sticking with the 70 .
The D3D has more settings than the firefly window and allows you to achieve a better quality with more fine-tuned settings.
I'll try out the 70 next to see if it looks much different and how long it takes. Gamma correction annoys me because I love the sharper, fuller and more saturated look of having the setting switched off but since it causes artifacts and light splotches here and there, I'm trying to find a balance between that and 1.6. Still need to experiment with the different post filters but it's really the pixel samples setting that kills me. A render (big scene with 5 characters and special effects, DoF) took 4-6 hours at preview window size with pixel samples at 4. It jumped up to 4 DAYS when I bumped the pixel samples to 12 and the dimensions to 3500 width. I expected an increase but not by that much. The larger size at 3 px took about 18 hours but maybe turning down the IC and IDL will allow for higher pixel samples settings without slowing the render to less than a crawl next time
Anyway, I didn't even know about the D3D script until I saw this (I know, it's sad) so thanks for opening my eyes!
Yes, some settings may easily become overkill, 100 mostly is.
It also depends on the lights, shaders, reflections you may have. More complexity requires more precision and therefore longer render times.
It's honestly pissing that you have to wait for the IDL pre-calc so that you have to wait a long time before seeing how the light actually looks on the whole of the scene!.
Using the script should help further fine-tune settings to minimize waste to values, so to speak .
No idea honestly the render size really shouldn't influence anything in the scene apart from rendering times. Is the only two things that render out black? It probably has to do with the skin shader.
Maybe it's just me, most of my current work on my profile was done with Poser 7 except for the recent one I did "Alucarda's first SSS Concept" which I did the other night with Poser Pro 2012. Unfortunately I've tried to increase everything in my Poser's manual set up to 100 and 36 to see if the results would improve, it doesn't take that long on my end to render something since my machine can slightly handle certain models, etc. Problem is I just wish I understood lighting better, because I think lighting is something I'm very tired of guessing until I get results..I remember last year I retried a Render at least 65 damn times before I finally got it to look good, because when I buy environments. Developers often have a tendency to include 7 or more lights and when you have to move all those lights around it's hard to figure out how far they have to be, how close up or far back, whether or not they have to be inside or outside of the ball, and where they should be positioned. This is what makes Poser such a drag. Sometimes I try to just move the figure around instead of the lights if I feel that by default the lights are already positioned where they need to be if they are bought and preset. I truly respect and envy people like you that know what you're doing and understand how things work with digital programs. I get frustraited too easily when I have to retry too many times. You're also one of the few vendors I know of where I didn't mind dishing out my hard earned money just to own a lot of your content. But seeing that beautiful content go to waste and collect dust in my runtime because I suck with lighting saddens me.
Well, first, let me say all my latest render are done with Octane. There is an huge difference between poser and octane, not only in the quality of the final result, but also in the way the lights works. Probably you have some issue with the poser lights because, well, poser doesn't really work in the "right" way with lights and you can't really use "real life" as reference with poser. What I'm saying is, if you really want good lights with Poser you need to "cheat" and, most importantly, you need awesome shaders.
If you really want good results, based on real life and you are ready to spent around 300$, you will get awesome results like our latest render and you will be able to range from renders with life-like mood, to studio renders and up to animation-like lights.
My experience with the poser lights has been quite frustrating for many years and I will never go back to render engine like poser.
And yes tool matter, they matter very much. What I probably told you is that if you're creative you will manage to express yourself no matter what, but for the end result tool really matter!
Ps If you need more advice and more specific, feel free to sent a message!
You will see that he uses Poser Models. According to him he also uses Poser Pro 2012 for his renders even if it doesn't look like it, his work is extremely high detailed and I don't know how many times I've praised him for the way his work looks but I wish I was capable of getting those results. Sometimes he tells me that he uses only ONE not many but ONE light combined with something like a Environment sphere or whatever that reflects lights in all directions. I still don't understand how that alone could help him get the type of results that he has. Though he post works some of his work too, but other than that...Damn I just feel like a failure as an artists sometimes. Granted I will continue to support people like you, buy and make use of your products the best I can. Your products alone use up a lot of memory because of the details and high quality texture. I bet it feels really good being a vendor able to make your own products from scratch and have respected buyers come to you and make use of your work for their own personal use in their images and animations. That must make you completely proud when you see it.
Now, you have only a big sphere in the scene and can put inside the sphere an item or a character and then render. Your character will receive light from any angle and if you want to add more realism to your render, just add a ground, it will help to stop the light that's coming from below.
Let me know!
Also if you have any tips on how I can make use of the sphere you mention, let me know. You said something about a "ground" Can you explain that please? I thought all environments had grounds.
In all honesty the generation 4 figures are way behind the current tech in terms of basically anything. The Genesis figures are very good one, and a real step forward, unfortunately they're only partially compatible with Poser (and anyway, not enough to appreciate the novelty).
Anyway, they're mostly compatible with gen 4, once you own the corresponding morphs for Genesis 1 or 2 you can use gen4 clothes on them, it's an automatic process that works well enough.
Any primitive sphere will work, but I think that bagginsbill has one for download that already includes some basic settings... yep, here you go: sites.google.com/site/bagginsb….
Mostly environments to have grounds, in case you just load the character into your scene to try out or setup the lights you have to remember to use or keep a ground .
gotta say thanks for this I have messed around with render settings for god knows how long. I have come close to the settings above but I never really used IDL for any of my renders. Am interested to see how they turn out now with IDL.
To boot I have been using default poser settings window for everything up until today, yes I know shame on me.
Regardless thanks for this.
Side note am looking for a good lighting tutorial as well
Well, really the default setting are pretty crappy, point being, you won't even fully enjoy most of the freebies and products offered (like you don't have displacement and such).
You will see a huge difference although MUCH depends on the lights you use. We have a scenery for download here, if you want to give it a go .
yes, for reflection you should have 2/4 bounces but it will certainly increase rendering times.
Your processor is pretty old and slow, but also much depends on what you have in your scene (lots of models?). The number and size of textures can make the difference in the use of memory.
We don't really use any specific lightset, we have our own and fine-tune them depending on the image.
We have a tutorial posted here and a scene to show and explain our lights .
The new Poser don't add nothing so new from the previous one in the rendering compartment.