SSS Dragon

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Sharlybg
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SSS Dragon

Post by Sharlybg » Fri Jul 13, 2018 4:05 pm

Hi ! Just wanna share with you the render and the blend file of this SSS Dragon. feel free to download and play with it :
SSS.jpg


File Download :

https://drive.google.com/open?id=1SZYBE ... 8M50A4TdFz
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FarbigeWelt
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Re: SSS Dragon

Post by FarbigeWelt » Fri Jul 13, 2018 9:48 pm

Hi, Sharlybg. Very nice study. How to you make a model like that? Is this a 3D scan or sculpted?
Instagrammer, please join #luxcorerender for your renderings.

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Sharlybg
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Re: SSS Dragon

Post by Sharlybg » Fri Jul 13, 2018 11:04 pm

FarbigeWelt wrote:
Fri Jul 13, 2018 9:48 pm
Hi, Sharlybg. Very nice study. How to you make a model like that? Is this a 3D scan or sculpted?
It's a 3D scan available for free here : http://threedscans.com/

for more contents visit this link :

https://wiki.luxcorerender.org/External ... ces#Models
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Re: SSS Dragon

Post by FarbigeWelt » Fri Jul 13, 2018 11:26 pm

Hi Sharlybg, thank you for the links!
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AndreasResch
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Re: SSS Dragon

Post by AndreasResch » Sat Jul 14, 2018 6:54 am

Thanks for the scene - this is very useful. Especially now, where I was experimenting with SSS and found it a little hard to understand.

One question. Initially my rendering was way too bright. I had my Color Management in Blender switched to sRGB. When I switched it to Filmic, I got about the same result as you have. I saw that your camera is set to "Linear. Do I have to use Filmic color management in Blender when the Camera is set to "Linear"? Is this the prefered workflow to get a good dynamic range?

Cheers,
Andreas

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B.Y.O.B.
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Re: SSS Dragon

Post by B.Y.O.B. » Sat Jul 14, 2018 9:15 am

AndreasResch wrote:
Sat Jul 14, 2018 6:54 am
Do I have to use Filmic color management in Blender when the Camera is set to "Linear"?
No, you don't have to.
If you want to use sRGB and the result is too bright, use a lower gain value in the settings of the linear tonemapper.
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Re: SSS Dragon

Post by AndreasResch » Sat Jul 14, 2018 10:39 am

If I just lower the Gain value, the image gets darker but is way too contrasty compared to the finished rendering at the top. It gets a little better if I set the Gamma value in den Color Management to 2.2, but it looks closest to the version above, when I activate the Filmic color management.

Have you ever tested Luxcore in combination with the Filmic color management in Blender?

Cheers,
Andreas

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Sharlybg
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Re: SSS Dragon

Post by Sharlybg » Sat Jul 14, 2018 11:49 am

AndreasResch wrote:
Sat Jul 14, 2018 10:39 am
If I just lower the Gain value, the image gets darker but is way too contrasty compared to the finished rendering at the top. It gets a little better if I set the Gamma value in den Color Management to 2.2, but it looks closest to the version above, when I activate the Filmic color management.

Have you ever tested Luxcore in combination with the Filmic color management in Blender?

Cheers,
Andreas
I use filmic in this render and the final render get a tiny curve color correction in gimp. but normally my color management and my camera setting should be already in the blend file :?:

Linear gain ===>> 1 // auto bright ===>> disable

Color M ====>> filmic
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Re: SSS Dragon

Post by AndreasResch » Sat Jul 14, 2018 12:43 pm

Hey. All the settings were loaded correctly except the settings for the Filmic color management. That one was set to sRGB. That's why the scene initially rendered too brightly on my machine.

Cheers for that nice scene,
Andreas

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Re: SSS Dragon

Post by B.Y.O.B. » Sat Jul 14, 2018 3:53 pm

I took the liberty to reduce the size of your file by using shared mesh data (aka "Alt+D copies") for the dragons, and enabling compression when saving the file.
(The material link mode of the dragon objects had to be switched from "Data" to "Object" so they can still use different materials even with shared meshes)
https://drive.google.com/open?id=14gS2C ... KCeyDNvbcW

Note: Currently, BlendLuxCore does not export shared meshes as instances (which would save a lot of RAM).
However, I'm working on it in a branch: https://github.com/LuxCoreRender/BlendL ... _instances
If you want to use instancing in the current versions of BlendLuxCore, you need duplis, particles or group instances, but these do not allow different materials per instance.
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