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Old 07-01-2014, 11:54 AM   #501
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hehehe

so to your previous question :
Quote:
Is yeti flexible to extend of being able to modify single strand?
yes
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Old 07-01-2014, 12:00 PM   #502
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whipping out my euro credit card
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Old 07-01-2014, 12:23 PM   #503
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great work Bukkit

I'm curious to know wich antialising setting your using and if it's DMC, you seem to have no grain. To have no grain me it's getting long with the hairs, maybe it's long you too haha, but me it's surely longer since it's true geometry hairs because the vrayhairfarm mod is not working properly for now, you can't smooth the hairs so you get setppy hairs.. soon we should have this corrected but for now i have no choice.
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Old 07-01-2014, 12:28 PM   #504
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you'll wait forever with Adaptive or Fixed I'm almost 100% sure this is DMC. I can't wait to try to see how well yeti renders with v-ray, shitty legacy shave and haircut is a snail even with most thorough optimizing
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Old 07-01-2014, 12:34 PM   #505
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Does someone still use fixed? For hair rendering, no choice to use DMC .. but for faster render, the best would be to render the face in Adaptive and the hairs alone in DMC.. and yeah, shave and a haircut is a true piece o crap , even worse in max.. imagine
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Old 07-01-2014, 12:39 PM   #506
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thanks luc.

that region took 0h 21m 22.3s to render, on these AA settings :




subdivs on the lights vary from 64 to 16 subdiv

and thats about it. there is a fair amount of noise though, but that comes from the Brute Force GI which is at 16 atm.
but the geometry AA is nice indeed

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Old 08-01-2014, 03:15 AM   #507
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ok thank's Bukkit. I read that your going for this lighting as the final one, what about one of your hdri lighting that I founded cool or the same lighting as the beard comparaison with the real picture, it was looking cool, no?
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Old 08-01-2014, 03:44 AM   #508
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the beard lighting, that was this one i think :


it was cool and all, very useful for look dev. but frontal lighting + frontal camera wouldn't be too intereting imho.

there are just too many things that i like under this current lighting, how it catches the reflections, contrast creating shadows, and i like the overal mood, and also some added personality to the character itself.

and since ive add him a smile, that became the pivot for me, the smile and also expression in the eyes

lighting this guy from above resulted in this, ugly shadow on the teeth, + no reflections, making the teeth look dull and the smile losing its contours = red flag. so i decided to go for the low placed light source
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Old 08-01-2014, 04:11 AM   #509
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hmm ok, and what about some HDRI lighting test, with the hairs and all, would be curious how it would look, I'm sure you can get really decent lighting, did you made some tests on that way?

And I have one critics, the front hairs look to not have the same materials as the other hairs on the head, they are like greenish in the reflection while the other are not, thus making it look like if he has 2 sets of hairs, instead of one has a whole
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Old 08-01-2014, 04:33 AM   #510
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which set of hair do you mean by 'front hair with greenish reflection' ?
the strands hanging from behind the ears ? if yes, than the color tint comes from the refraction, cause the hdri backround is a bit blue, but its set to invisible, so thats a bit off looking.

as for the final hair shader, thats gonna have to be rendered 3 times and comped together, since vray hair shader isnt working properly within the blend material. looks fine for the short sturdy looking facial hair, but the long hair needs to be comped together as so :


this is roughly how the hair would look like in final, with extra raytraced reflection, and also with the shift between R and TRT spec components.
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