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wildstar
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wildstar
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
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double post
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wildstar
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wildstar
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
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about effects and render output just a example
if you render in 1080p with a monitor in 1080p desktop. using static noise effect in preview not full screen render aceleration. you get a result if you use fullscreen acelerator you get another result. if you use full screen aceleration and supersampling you get ANOTHER result if you change the desktop resolution for 4k you change all resuts and create another variations of results. i realy dont believe reallusion dont realize that yet.
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planetstardragon
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planetstardragon
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
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@wildstar - given your experience with the various engines - what would be your dream scenario for a Ray tracing render engine that would attract marmoset and keyshot users ? that is my core focus, what can iclone do that would make marmoset and keyshot users say Iclone is the best choice of all. This is a question that Reallusion would never ask (publicly), and one of the perks of me being ok with being the crazy bad guy. #noscruples lol
☯🐉 "To define Tao is to defile it" - Lao Tzu
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wildstar
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wildstar
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
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planetstardragon (3/9/2020) @wildstar - given your experience with the various engines - what would be your dream scenario for a Ray tracing render engine that would attract marmoset and keyshot users ?
that is my core focus, what can iclone do that would make marmoset and keyshot users say Iclone is the best choice of all. This is a question that Reallusion would never ask (publicly), and one of the perks of me being ok with being the crazy bad guy. #noscruples lol
i make some tests with keyshot but keyshot was not support for vertex deformations in fbx or alembics at time i test it so i stoped use it. but i can talk about marmoset toolbag very welll cause for a time . was my choice to render my works for archviz and motion animation for my clients. toolbag have problems on vxgi side cause it have 2 things iclone dont have. toolbag have ultra high quality high sampled soft shadows. the shadow quality of toolbag is ridiculuos looks like raytrace shadows. and toolbag have native screen space reflections. but for other side. its very hard dont get flicker on complex situations on toolbag. the way you control ambient occlusion on toolbag looks like a raytrace render engine. so you cant increase or decrease AO manual. it appear in dark situations and dissapear in very strong light sittuations. its the correct way but in realtime world where nothing is correct. is better the control come from artist. my point. when you know how to use VXAO from toolbag you realize how strong and accurate it is. now the shader on iclone is very complete if you know how to use that will be a more tool to get good renders and better look for stuff inside iclone( more complete than toolbag ). like i already say ...many things change on iclone since 7.7 release , and to be very true and i hope no one get mad with that,, i dont see any work or showcase using all iclone new powers. screen space reflections are pure trash, i test it on unity a lot of diferent scripts, on toolbag and unreal. and all trash. now in unity HDRP they put a reflection dummy and is the same way iclone 8 will work is a correct decision( the actual iclone light/shadows system looks like unity HDRP but without bugs and this is great ! ) . realtime raytracing (rtx) is a dream for any realtime artist like me. but is not ready yet. on both sides unity and unreal. in my opnion unity is ahead on this race. they solution for RTX is more light , run better on GTX cards than unreal. but have a lot of problems and is not usable for comercial projects yet , so is not perfect cenario for rtx yet . maybe in 2021. but VXGI on iclone is now powered by new features. and yes you can get amazing results with that.
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wildstar
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wildstar
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
Visits: 5.1K
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a perfect scenario for iclone 8 is if reallusion upgrade for VXGI 2.0 and use VXAO . but i love all this new releases is already amazing
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wildstar
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wildstar
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
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VXGI is comparable to RTX on past before 7.7 the old light system f* with iclone vxgi ( its the same you can find on unreal ) now with the new light system you can know you can get the same results. the problem in iclone yet is performance.
VXGI vs RTX on infiltrator scene .
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wildstar
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wildstar
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
Visits: 5.1K
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VXGI 2.0 . i believe will be more easy to implement on iclone 8. and is more fast than vxgi 1. with more quality and more complete resources.
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planetstardragon
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planetstardragon
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
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But is that high poly friendly ? if you study the artstation list of users, you have 2 kinds of users - 1 that want to create for games, and 2 ...people that want illustrations for movies / magazines / advertising - ie - car manufacturers, coke a cola.... 1 is low poly, 2 is high poly. - there are more high poly professionals because it's many industries, where gaming has more hobbyists. - so high poly is an important factor. The biggest edge Iclone has at this moment, is "Ez" which is the common pitch for both marmoset and keyshot, and also why everyone just doesn't use blender since it does everything and is free. in a practical freelance sense - you will sooner land a gig doing renders for a popular fashion blog, than getting a freelance gig at ubisoft or blizzard - thus more professionals in high poly.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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wildstar
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wildstar
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
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i work with sculpt and all sculpt workflow is focused to reduce polys . the superman suit you say is riped from a game. you or the other guy i dont remember. was sculpted using dinamic tesselation. with low polycount so the work of retopo is very fast. on comercial renders you need to work with low poly count. is up to artist make choices for quality/performance on render. for games how much detail with less polys you can get more better will be your feedback with your clients on game production world. all this things i research about, i have a project to produce a feature animation film using a realtime engine and after 7.7 i decided its iclone. cause i animate all things inside it but i make a lot of research to reach this decision. for example . on unity for realtime playback and render you can deal with 10 milions polys without lose performance. and something like 20 iclone avatars without lose FPS. iclone on past have problems with many lights, many cameras. many clips all this things make iclone bad for complex animation scenarios. on iclone 7.3 or 7.4 i dont remember all this problems was corrected. like i sayed my matrix animation is not better on refinament for motions and animations cause the project was impossible to edit at end. i just cant navigate on my scene project so slow it was. now the unique thing slow down the iclone perfomance are animated props. and nohuman vertex animations. ( things with bones like wings. ) this still slowling iclone a looot , i working on a angel animation and i passing bad moments with iclone. vxgi can slow down you fps till 4 fps if your project is complex. i working right now with 5 milion polys and its ok. iclone is increasing is improving., and in a universe where unity and unreal are tottaly broked with bugs in RTX. getting iclone working ok its a great merit for reallusion ..
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planetstardragon
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planetstardragon
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
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no, I was the one that said his cape was wrinkled and he looked like he fell asleep at the bar. :w00t::Pso you are saying this is your choice for a better iclone render ? https://developer.nvidia.com/vxgiand on high poly, some artists are just illustrators and probably get a high poly model from someone else - for example an ad agency will hire a modeler, but then have one of their artists render it - if you read how people reviewed keyshot, most of them aren't deep into the technical aspects - they just had high poly models, and keyshot made it ez to render them. Some modelers want, and need to keep their models high poly and just want a quick render. Many of them seem to be more into texturing and lighting than modeling, in that aspect Iclone already has great texturing tools and lighting tools for that audience. Going low poly from high poly while keeping much detail is an advanced level skill that takes time to do, these people are using these softwares over maya or blender because it's easy and fast....not because they have the training or time to use maya or blender.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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