Hi,
It is just simple test. I think Yeti is quite working nice with V-Ray.
Thank you. ![]()
Note:
Lee Perry Smiths awesome free head model:
Infinite, 3D Head Scan by Lee Perry-Smith is licensed under a Creative Commons Attribution 3.0 Unported License.
Nice ![]()
Best regards,
Vlado
Thank you Vlado!!
But I did nothing for the image. V-Ray did everything for that!!! It is the reason what I have to use V-Ray!!! ![]()
Thanks once again.
nice renders
VRayHairMtl3 is shockingly realistic looking…
Thank you dougWilkinson.
I think so too. I think that VRayHairMtl3 is very good for realistic Hair. ![]()
Hi,
I am testing Yeti (last) + VRay Maya (last stable).
I have big render time with VRayHairMtl3.
With a simple VRayMtl, i have a good render time, with VRayHairMtl3 (diffuse to 0), i get x6-7 render time.
Anyone have some tricks ?
Thanks
It depends on your other settings (e.g. GI); what are they? Also, is the material transparent?
Best regards,
Vlado
Setting are :
ADMC : 2-10, 0.010
GI :
- BF : 8, depth 1
- LC : sub : 1000, sample size : 0.020, retrace thr : ON
Transparency is black.
Thanks
Hi,
I am not sure whether it helps you or not, just for a reference.
Adaptive DMC
Min: 2
Max: 30
Threshod: 0.01~0.005
Gamma: 2.2
Don’t affect colors
GI
BG: Subdivs 8
LC: Use retrace threshod 1
with default VRayHairMtl3, i7-2630QM CPU 2.00GHz, Win7
11m 25s
35m 37s
39m 28s
with preset: Red(shiny)
4h 49m 55s
I don’t know if there is something wrong but :
- default vrayHairMtl : you have 39 min
- preset red (shiny) : 4h49. You have x7 render time.
?
Do you use “opague GI” in the hair shader? that speeds up the render time quite a bit. For final animation you need quite a lot of sampling.
My final render settings are:
filter Gaussian “3”
dmc min 5 max 100
threshold 0.007
primary brute force (default settings)
secondary: LC 2500 subdivs with “use light cache for glossy rays”
For previews I just lower the dmc and LC values.
It is also recommended to use DR when rendering lookdev of hair to speed things up. We use 4 extra machines while doing lookdev, which helps a lot.
Hope this helps.
Cheers J
I use “opaque shd/gi” , “simplify gi”.
AA filter : cook variable" : 2.5
ADMC : 2-10
GI ray distance to 10.
Thr : 0.010
GI BF : 8 - 1
GI LC : 1000 subdivs, “use light cache for glossy rays”, “use retrace threshold”
I have 1h17 min by frame with VRayHairMtl3.
It is a lot.
I don’t know where i can win some time.
How much hair are you rendering? Maybe you can show a frame so its easier to understand what we are talking about here. The longest frame I ever had to render was 5h, but that was with heavy motionblur and so much hair it used 24 gig of ram / frame. But the asset could take 15m/frame depending on distance from camera. Usually we end up with 1-2h/frame in production quality. Those settings you are using will not work on an animation btw. Then you need the settings I posted in my last response.
I don’t know how many hairs i have. I have setted the verbose of Yeti to all, but no hair count… I don’t know where to see this.
I have tested my setting in animation and it works. No flick or other.
Here an image of my current test :
Normally it took more time when I used shiny one in the preset even if I didn’t change any render setting for that.
Yeap, it looks weird.
Cool character, he has a lot of hairs and also he is quite close to camera, so ~1,5h render time is probably as you fast as you can go with vray. So I don’t think your render time is unnormal. I would recommend not using “opaque shadows” and “simplfy for GI” as they lower the quality of the fur quite a lot, will not help your render times though.
How you are able to render with those settings with animation is strange to me. I did some RnD on fur/hair with vray for 2 months and the absolute lowest dmc values I was able to use in animation was min 4 max 50, but that only worked on very thick fur/hair. And we usually render thinner fur so then you need more samples. Maybe it has to do with your filter settings, but if I remember correct I tried all the filter methods also to see which worked best. Im gonna try your settings on one of our fur projects and see what happens ![]()
But if render time is more important for you than quality of render I think renderman or 3delight is probably a better solution for you. It’s a lot harder to make the fur look good is those renderers but if you have a talented shader writer in your staff I’m sure that can be solved. We went with yeti + vray mostly cause the quality is so good instantly, so we spend less time developing the look and also we have a big farm
1-2h render for fur renders is acceptable for us.
The only recommendation I can give you if you wanna keep using vray is to setup DR and use 4-5 extra machines, your render times will be 4x faster while doing lookdev. So with lower render settings you should be around 10-15m / full hd frame. Rendering half resolution will speed up also of course. And you can also lower the amount of hairs while doing lookdev to gain some speed.
Hope this helps.
cheers J
Regarding the presets being slower I think it has to do with the transmission settings, the transmission length/width affect the render time quite a lot.
The base settings Ive been using on the hair3 shader is:
gamma correct nodes connected to diffuse color/primary specular/secondary specular/transmission since we use linear workflow. The diffuse being the lighest color and the others darker with transmission being the darkest. So specs are something like 60-70% of the diffuse color and transmission is like 50% of the diffuse color. This also depends on the look you want for the fur of course.
diffuse amount 1
primary amount 1
primary glossiness .8
uncheck “lock secondary”
secondary amount 1
secondary glossiness .5
tranmission amount .779
transmission glossiness length .705
transmission glossiness width .281
“opague GI” checked
“use cached GI” checked
rest is unchecked.
This is based on my own research when trying to create a shader that behaves similar to real hair I had photos of and trying to make the light scattering in the cg hair resemble the images as closely as possible. So we usually start with this as a base shader and tweak from there.
edit: scene scale and lighting setup is also a factor so that’s why these settings can need some tweaking, we usually work in 1 maya unit = 1 cm unless we’re building something really big then its 1 maya unit = 10 cm.
cheers J
Thank you for all information.
Can you show some images of your research please ?
I have tested to keep “opague GI” checked and “use cached GI” checked, i see no difference on my image. I think it is specific for some situation.
hi guys, i already send to my frend Deex this test
AA CatmullRom 1.5 Dmc 1/100 ![]()
Scatter M = 1000