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Author Topic: How to make a good 3d render?  (Read 10560 times)

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« on: June 01, 2009, 09:57 »
0
Hello,

I'd like to ask some of you 3d modellers what do you do that your renders don't have jagged edges?

With my renders it seems that there is mostly(!) no problems when uploading to agencies, except Istock.

-Visible polygons on rounded edges and Visible pixelation on edges:
Examples accepted on fotolia -> http://www.fotolia.com/id/13814111, http://www.fotolia.com/id/13814008

-3D graphics must be rendered at the highest quality : It need to be realistic and without visible polygons or jagged lines, thanks for your understanding:
Examples accepted on fotolia -> http://www.fotolia.com/id/14306692, http://www.fotolia.com/id/14306787

(some time ago the similar images to last two got rejected on IS because the characters "look dirty"-it was ment the places where shadows were).

Could you suggest what shall I do to make things better?
Thank you

EDIT: I'd also like to tell you that I have already some of the 3d images also accepted at Istock, and those images were made the same way the rejected were... Here's my 3D lightbox: http://www.istockphoto.com/file_search.php?action=file&lightboxID=5410630
« Last Edit: June 01, 2009, 10:05 by miskolin »


CofkoCof

« Reply #1 on: June 09, 2009, 06:31 »
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You have to increase the poly count, especially on the rounded objects. Here are the two areas where you have jagged lines:


« Reply #2 on: June 09, 2009, 06:46 »
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Ive had that rejection with perfect renders.  90% approved by scout later.      In Ps its importand to look at it in 100 or 200%. Im not sure if they watch it in 120 or 90% or something else,  that make it appear jagged.   I assume they know how to review though.

« Reply #3 on: June 09, 2009, 07:32 »
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You have to increase the poly count, especially on the rounded objects. Here are the two areas where you have jagged lines:

@cofkocof-how many do you think would do? 360-for each degree one? I don't want my application to freeze if I would go nuts with it. How many do you use for your renders?
« Last Edit: June 09, 2009, 07:35 by miskolin »

« Reply #4 on: June 09, 2009, 07:40 »
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I told you before in another thread where you were asking about it: Increase your number of polygons.

No one can tell how many since it all depends on the size of each object.

There will be almost no shortcuts to nice renders except you use the MeshSmooth or TurboSmooth modifier in 3DS MAX (if you can depending on your object) or using a much faster computer.

Like mentioned before other people have to let their computer render for 12 hours or more if not renting a server farm in order to get complex scenes rendered in shorter times.

How long did your image take to be rendered?

CofkoCof

« Reply #5 on: June 09, 2009, 07:41 »
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You have to increase the poly count, especially on the rounded objects. Here are the two areas where you have jagged lines:

@cofkocof-how many do you think would do? 360-for each degree one? I don't want my application to freeze if I would go nuts with it. How many do you use for your renders?
A lot :D I use proxies to position items, so that my application doesn't freeze and only show the real items for the render. You can just try out how many you need. Render and check at 100%, if you still see the edges increase the polygons even more.

« Reply #6 on: June 09, 2009, 07:47 »
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edit: double post

« Reply #7 on: June 09, 2009, 07:48 »
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How long did your image take to be rendered?
Perhaps 15-20minutes on Intel Quad processor 64-bit Vista with 8Gb of ram.

Quote
I use proxies to position items, so that my application doesn't freeze and only show the real items for the render.
Could you tell me more about that-what proxies do you have in mind?

CofkoCof

« Reply #8 on: June 09, 2009, 07:53 »
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Could you tell me more about that-what proxies do you have in mind?


Here's a tutorial for Maya, I'm not sure if other 3d software (which one are you using btw?) have equivalent functionality:
http://www.wonderhowto.com/how-to/video/how-to-smooth-proxy-objects-in-maya-261212/

My renders take much longer than 15-20min (on a slower computer though). I usually set a few renders and let them finish over night.

« Last Edit: June 09, 2009, 07:56 by CofkoCof »

« Reply #9 on: June 09, 2009, 07:56 »
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I had the opportunity to start learning 3ds max, but didn't try others.

« Reply #10 on: June 09, 2009, 08:07 »
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My renders take much longer than 15-20min (on a slower computer though). I usually set a few renders and let them finish over night.

What did I tell you...?

An image like yours posted above would take me at least 6 hours to pump it out in a quality that I'm satisfied with.

Quad Core, 4GB RAM, XP, 3DS at 4000x6000 pixels.

« Reply #11 on: June 09, 2009, 08:40 »
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And what do you do, that during 6 hours of render time your 3DS doesn't freeze. As said it happens to me very often... and I'm not sure If there is any safe way as cofkocof mentioned for Maya...

Thanks btw for all your input :)

« Reply #12 on: June 09, 2009, 08:51 »
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The best advise that you could receive to avoid those rejections is...




go exclusive!

;D

« Reply #13 on: June 09, 2009, 09:40 »
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And what do you do, that during 6 hours of render time your 3DS doesn't freeze.

I use one of my other 3 computers...

To me this is a business therefore I need the right tools and resources.

If your computer freezes then something is wrong. It's supposed to be rendering. If I have a render oing for more than 24 hours I'm not going to do nothing. I need to have "backup".

CofkoCof

« Reply #14 on: June 09, 2009, 09:56 »
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And what do you do, that during 6 hours of render time your 3DS doesn't freeze. As said it happens to me very often... and I'm not sure If there is any safe way as cofkocof mentioned for Maya...

Thanks btw for all your input :)
There are region render scripts out there for Maya and probably for Max also. They split the render into regions and render the regions one by one, the final image is then done by combining the parts. This doesn't work for all renderers (mental ray for example has some problems, but there are some workarounds) since the parts are not always independant. This lowers the complexity of the render and can help produce higher res renders. I'm using it since my computer runs out of memory if I try to do a full size render. It's also useful if you have more computers available since you can split the work.

vonkara

« Reply #15 on: June 09, 2009, 10:48 »
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I tried 3D render 6 months ago. I successfuly failed to do a square house. Now I think I must go to college for doing this corectly. Good luck at anyone who try and learned successfuly 3D!! You guys are the evolution of the photographers.

Though one day there will be an evolution from 3D. Not there yet. 20 minutes for 1 render!!! Wow

« Reply #16 on: June 09, 2009, 13:18 »
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I had some time and tried some of your suggestions with increased poly number and also some smooth tool over it. wow results are much better, and also wow... rendering time is much much longer :)

Thank you all for your suggestions.

« Reply #17 on: June 09, 2009, 19:24 »
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@miskolin

Google for tutorials online that target super high res rendering. You will find lots of info there.

Put some money on the side every month. In no time you can get a refurbished Dell that has enough power to crank out the renders in several hours.

*Don't bash me for pushing Dell* It's just cheap...

Noodles

« Reply #18 on: June 10, 2009, 02:39 »
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Hello,

I'd like to ask some of you 3d modellers what do you do that your renders don't have jagged edges?


Are u using Vray?

« Reply #19 on: June 10, 2009, 06:02 »
0
Hello,

I'd like to ask some of you 3d modellers what do you do that your renders don't have jagged edges?


Are u using Vray?

No, mentalray

Caz

« Reply #20 on: June 10, 2009, 06:26 »
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The best advise that you could receive to avoid those rejections is...
go exclusive!

;D

But you saw the image examples posted above by cofkocof?? You can clearly see the quality issues. The render quality isn't good enough, no matter whether you're exclusive or not. Suggesting a render with edges like that would pass if exclusive is just facetious.


 

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