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paulg625
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paulg625
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 388,
Visits: 1.4K
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Kelleytoon, Yes I read this post first then found the other post with the detail. waiting to get to experiment with theses findings. Still working on catching up and experimenting with this. It seem a really incredible find.
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illusionLAB
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illusionLAB
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 393,
Visits: 4.8K
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The bottom line, like Wildstar says, is the rendering process needs improving. I may be late to the party, but I just installed the Toolbag 3 demo to see what Marmoset are getting out of the same PBR engine - frankly, it's considerably better than this first implementation by Reallusion (which, is very impressive all things considered). Toolbag 3 has ridiculous levels of oversampling available, not to mention SSS. I love how you can drop lights onto your IBL image so that you can cast shadows from the hot spots... very clever!
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paulg625
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paulg625
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 388,
Visits: 1.4K
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Am i seeing it correctly? Because what it seems like is instead of the engine working out the image then showing us the results. It seems like the video card churns out the information then the image is captured. Which would explain why how your setting the display resolution has such an effect on the final results.
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TonyDPrime
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TonyDPrime
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 days ago
Posts: 3.4K,
Visits: 12.4K
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Wildstar, in the Preview mode you will lose out on some added Ambient Occlusion, added AntiAliasing, and Toon Shading. I ran an render of a video where I wanted the added AntiAliasing, and I do not get it w/o the SuperSampling x2, or x3. So, limits are there. So far the 4xDSR Preview advantage is with DOF.
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wildstar
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wildstar
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Week
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The SSS of the marmoset toolbag is a hack using PBR glow tools that can be easily implemented in iclone 7, the problem of reallusion is that they do not observe the competitors. I had been pointing the faults with dof and supersampling since the closed beta And they launched the iclone 7 with all these problems now will have to correct this in front of everyone who paid for software with such intense flaws. I observed enough marmoset as option in place of iclone 7, but his deficiencies with the timeline and Manipulation of cameras move me away from it, I do not know now with the possibility of exporting the cameras of iclone 7, but the timeline of marmoset is very bad for dealing with complex animations
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wildstar
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wildstar
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 1.2K,
Visits: 5.1K
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TonyDPrime (7/25/2017) Wildstar, in the Preview mode you will lose out on some added Ambient Occlusion, added AntiAliasing, and Toon Shading. I ran an render of a video where I wanted the added AntiAliasing, and I do not get it w/o the SuperSampling x2, or x3. So, limits are there. So far the 4xDSR Preview advantage is with DOF. put 4x DSR and final quality without supersampling and be happy
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wildstar
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wildstar
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 1.2K,
Visits: 5.1K
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I follow a blog of a stymgray developer of autodesk and he talks about these the algorithm that is currently used by unreal engine TAA (temporal anti alias) is not for rendered images. only, for realtime (the game itself) And that autodesk is studying a way to implement a decent rendering for within stymgray. which makes me impressed and see that the reallusion does not observe the competitors. I speak of two exceptional cases of game engines builded for render images that have overcome these problems and are very old By the way the elemen t3d and the lumion.
Edited
7 Years Ago by
wildstar
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Rampa
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Group: Forum Members
Last Active: 1 hour ago
Posts: 8.1K,
Visits: 60.3K
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wildstar (7/25/2017) I follow a blog of a stymgray developer of autodesk and he talks about these the algorithm that is currently used by unreal engine TAA (temporal anti alias) is not for rendered images. only, for realtime (the game itself) And that autodesk is studying a way to implement a decent rendering for within stymgray. which makes me impressed and see that the reallusion does not observe the competitors. I speak of two exceptional cases of game engines builded for render images that have overcome these problems and are very old By the way the elemen t3d and the lumion.You may recall that beta 2 did indeed have an experimental TAA for render export. But it is correct that TAA is generally for realtime only.
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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 9.1K,
Visits: 21.7K
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paulg625 (7/25/2017) Am i seeing it correctly? Because what it seems like is instead of the engine working out the image then showing us the results. It seems like the video card churns out the information then the image is captured. Which would explain why how your setting the display resolution has such an effect on the final results. Isn't what's happening that we are truly doing GPU rendering (RL is taking advantage of that for its speed, but also then the baggage that is coming along is that it is REALLY important how the viewport is setup)? If so, there's no programmable way around it, except that perhaps when doing final renders the viewport could be embiggened to the full screen size (whatever that might be, so to preserve Wildstar's DSR hack) regardless of how it's sized *before* the render is begun. And to ask questions of everyone here (I'm a simple old man to whom "renders" were done in DOS without even "graphics cards") what are we saying is best practice? Are we saying that for the best DOF and overall good quality we DO want to run in 4K mode, however we get there (those with those displays can just do it, the rest of us can use Wildstar's hack)? Is that always the best way, or do we want to sometimes do what Rampa did and make the viewport even smaller? I get that you get shallower depth of field with that approach, but don't you lose other quality? (Or does the blur override whatever's lost?). The other thing this screws up (for me only) is that I have multiple monitors so I can't just use the Control-7 to enlarge the screen (because -- and I think it's a bug -- iClone won't preserve the windows you drag out to your other monitor this way, even if you save your setup. It just reverts back to a single monitor situation and I have to go through setting them all up again, which is a huge PITA). The upside is I can apply the 4K thingee to only the rendering monitor, so there's that (and a good thing, because once I do this old man can't even see the screen, or much on it, and luckily has the other side of the screen to both control the render as well as reset it back when done).
Alienware Aurora R12, Win 10, i9-119000KF, 3.5GHz CPU, 128GB RAM, RTX 3090 (24GB), Samsung 960 Pro 4TB M-2 SSD, TB+ Disk space Mike "ex-genius" Kelley
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illusionLAB
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illusionLAB
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 393,
Visits: 4.8K
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I vote for "no hacks". I just rendered the same sequence three times in three different ways all with the same result - as it happens I have a high end Quadro card in this computer... which doesn't use DSR. I have a pretty good gaming card in my other computer which I also use with iClone - so presumably the results are always going to be different depending on your graphics card and how big you have your viewer displayed? Sheer lunacy - we need a real solution.
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