kursad Posted December 31, 2010 Share Posted December 31, 2010 (edited) It seems like I can not post in "Final Art" section so I am posting the image here. The image is pretty much done. My goal was to create a shot which is fully procedurally from start to finish. So it was a pipeline test for me. The whole thing is fully adjustable - recreatable including the final comp(thanks to proceduralism) and the variations of macrophage type cells etc. The whole thing took couple days. To me, everything went fine except render times. Overall I love everything about Houdini except the render times. The reason I personally am not happy about it because I have been mostly a Modo, Lightwave and Messiah user so these apps have relatively speedy renderers compared to the Houdini`s. The scene has a single area light with ambient light. The shaders are mix of couple standard Houdini shaders and my own shaders. Anyways I have been happy with the process and the final look. I am hoping to see render speed optimizations in near future in Houdini. Edited January 1, 2011 by kursad Quote Link to comment Share on other sites More sharing options...
fex Posted January 1, 2011 Share Posted January 1, 2011 wow, this looks really organic! like the colors too. maybe the red blood cell shouldn't have this high frequency noise for me they should be smoother and more transluzent... greets felix Quote Link to comment Share on other sites More sharing options...
SreckoM Posted January 1, 2011 Share Posted January 1, 2011 What was render time for this resolution? Quote Link to comment Share on other sites More sharing options...
kursad Posted January 1, 2011 Author Share Posted January 1, 2011 (edited) @fex I am glad you like the work. Since I had bad render times I did not do much test renders. The blood cells could use less frequency in my view as well. @SreckoM The scene had env light, single area light and ray tracing. The blood cells and the macrophages had single scattering SSS(via H11 standard material). I believe that SSS was one of the main reason for the terrible render times. The scene was rendering around 3 hours at 1280x960 with 6x6 sampling Here is a little bigger version. Edited January 1, 2011 by kursad Quote Link to comment Share on other sites More sharing options...
ikarus Posted January 2, 2011 Share Posted January 2, 2011 very pretty! Quote Link to comment Share on other sites More sharing options...
jim c Posted January 23, 2011 Share Posted January 23, 2011 Looks fantastic! Out of curiousity, how fast does modo render it and how good does it look? I'd be surprised to see it render it that much faster. Maybe you have some settings in mantra that can be tweaked? Quote Link to comment Share on other sites More sharing options...
mightcouldb1 Posted January 23, 2011 Share Posted January 23, 2011 Beauty! Quote Link to comment Share on other sites More sharing options...
dynamoanders Posted January 23, 2011 Share Posted January 23, 2011 I love it, really nice small details, good lightning and overall a good composition. Good work! Quote Link to comment Share on other sites More sharing options...
Netvudu Posted January 23, 2011 Share Posted January 23, 2011 Nice!...but 3 hours, whoa. That´s too much for this render. Quote Link to comment Share on other sites More sharing options...
kursad Posted January 23, 2011 Author Share Posted January 23, 2011 Hi Thanks for the comments. @jim c I cannot be sure since I do not have a comparative scene but probably the render time in Modo would not have been more than 10-15 min for this resolution and with amount of detail. I had 3 shaders pretty much in the scene. 2 of them were made from scratch and the other one(red blood cells) was using the new H11 material. I suspect that the displacement on the H11 material combined with SSS was the main render time killer. Quote Link to comment Share on other sites More sharing options...
jim c Posted January 23, 2011 Share Posted January 23, 2011 One thing to check, are you using rat files for your textures, displacements, etc? Somewhere I read that converting all these to rat files makes a difference and I found for my renders that this was certainly the case. Once the conversion was done, then it doesn't have to done on the fly by houdini and I found this helped render performance. Quote Link to comment Share on other sites More sharing options...
cellchuk Posted January 31, 2011 Share Posted January 31, 2011 good one.! Quote Link to comment Share on other sites More sharing options...
Matt_K Posted February 1, 2011 Share Posted February 1, 2011 Hey kursad, great looking render! "To speed up the sss You can dive into to shader, unlock the surface shader model and jump into the surface shader. There look out for the sss part and dive into the 'if1' node, now in the physical sss turn on the optimize secondary rays checkboxes for single and multiscattering." From this odForce thread. Hope that helps! Matt. Quote Link to comment Share on other sites More sharing options...
kursad Posted February 1, 2011 Author Share Posted February 1, 2011 Hey kursad, great looking render! "To speed up the sss You can dive into to shader, unlock the surface shader model and jump into the surface shader. There look out for the sss part and dive into the 'if1' node, now in the physical sss turn on the optimize secondary rays checkboxes for single and multiscattering." From this odForce thread. Hope that helps! Matt. Hey Matt_k I am glad that you liked it. And thanks for the tip , that is probably what I need to dig into. Quote Link to comment Share on other sites More sharing options...
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