My beta testers have been hard at work and have found several issues - thankfully minor. In the meantime, I've been creating renders, including animations, for the product page.
One thing that has always bothered me about the renders is that the grout seemed to me to be too bright and where you are looking through the glass at the grout, it appeared more pixelated than seemed right. This was especially noticeable in the animations where this caused a "sparkling" effect that I found very annoying and unrealistic. In addition, the color of the GB tended to bleed into the grout. In the past I had tried a number of things to correct this, but nothing worked.
Then, after looking at a test animation, and feeling annoyed once again, I had an epiphany and suddenly knew (or rather hoped) what I could do to correct this problem.
It worked!
Also, me being me
, I couldn't help but fiddle with the GB bumpiness pattern and I'm finally happy with the results.
Here's an animation with the grout fixed:
(I don't like what YouTube did to the quality, but...)
I also fiddled with the render settings and found that turning Progressive rendering on produced much better results than lowering the shading rate.
AND - it rendered in much less time! No more four-day rendering times for a short animation! The render time is
one-third what it was with the shading rate set to 0.25 - and the reflections were better!
All three of these renders have the ray trace max set to 4. Look at the reflection of the door, where the difference is most apparent.
Progressive OFF, shading rate 1 (default). Render time = 2 minutes 36.81 seconds
Progressive OFF, shading rate 0.25. Render time = 6 minutes 55.83 seconds
Progressive ON. Render time = 2 minutes 9.2 seconds
After seeing these results, I have to wonder why Daz didn't use progressive as the default. I get that needing a quality reflection isn't often needed, but still, the progressive render took less time than with the shading rate set to the default and the quality of the render is at least as good (possible a tad better) in the non-reflected areas, so why use the slower alternative? Anyone know the why Daz chose to go with progressive off?