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 Post subject: Albino dragon
PostPosted: Sun Aug 04, 2013 8:24 am  (#1) 
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Hello. This is a Blendermade dragon. Albino

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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 9:16 am  (#2) 
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With color.
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Last edited by Lurifax73 on Sun Aug 04, 2013 10:46 am, edited 1 time in total.

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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 10:26 am  (#3) 
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Very well done and cute character!
Only modeling, or sculpting too?

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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 10:45 am  (#4) 
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Thank you YAFU. No sculpting.

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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 11:19 am  (#5) 
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Very nice! He's kinda cute too. :hehe

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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 11:21 am  (#6) 
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Very cool, Lurifax!
Are you going to rig it?


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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 12:31 pm  (#7) 
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Thank you man.
K1T I still got fireflies when I render with samples 2900. I maybe rig him up with Shape Keys without bones. Like this.
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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 1:48 pm  (#8) 
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Lurifax73 wrote:
Thank you man.
K1T I still got fireflies when I render with samples 2900. I maybe rig him up with Shape Keys without bones. Like this.
[ Image ]


Have you tried setting clamp to 0.90-0.95 in cycles?
Try Static BHV and set the tile size to 16x16 if you're using CPU, for GPU 256x256.
Also 2900 samples is a bit too much, don't you think. I mean, I'm pretty sure there would be no difference between 1000 and 2900 runs.
If fireflies still there they can be dealt with in Blender compositor editor (denoise) or in gimp.


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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 2:05 pm  (#9) 
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K1T Thanks for helping. I vill laborate with your advice on my next render.
Lurifax.

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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 2:42 pm  (#10) 
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You're welcome and hope this helps!

Your model looks so perfectly cut-clean, so I suppose you did not sculpt (maybe the right decision, cuz sculpting sucks in Blender, even with
dynamic topology tool) That leads me to a conclusion that you used subsurf modifier a lot to smooth out the shapes. Just wonder how many vertices and
polygons are there. If there is a lot of them in your model, that could be the problem. You know that Blender Cycles chokes on hi-poly rendering.
I mean it does the job but sometimes you get too many artifacts.
If all that I said is the case try to poly-reduce without losing the shape. Or maybe shape keys will help here too.


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 Post subject: Re: Albino dragon
PostPosted: Sun Aug 04, 2013 4:45 pm  (#11) 
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K1T Perfect. Thank you.
No I dont use to work with sculpting tool, I try little bit, but I prefer to work on stuff I am us to.
I dont know how many vertices there is on my dragon. I always remove doubles. Here is a images on the wire.
Image

In Cycle Render I need to use Experimental instead of Supported. My iMac run on CPU (Only)
Sampling:1000. Clamp 90
Light Path: Direct Light
Tiles 16x16
Materials: Green Carpaint. Brown Welvet Sigma 800. Eye Glossy Blue. Mouth Rosa Diffuse. Maybe I need tro add some glossy inside the mouth. Teeth With Glossy
For the first time I dont use any emitted plans for lamp. I use normal lamps. All 5 Area.
Rendering time: 20 minutes, thats OK.

Image

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Late 2017 iMac Retina 4K 21,5 inch Mac OS High Sierra version 10.13.4
3,6 GHz Intel Core i7
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Graphic card Radeon Pro 560 4096 MB
Affinity Photo and Affinity Designers.


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 Post subject: Re: Albino dragon
PostPosted: Wed Aug 07, 2013 3:50 pm  (#12) 
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I rig him with 2 emptys for eyes.
and boons for the mouth
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After animation he look like this.
http://player.vimeo.com/video/71921043

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Late 2017 iMac Retina 4K 21,5 inch Mac OS High Sierra version 10.13.4
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Graphic card Radeon Pro 560 4096 MB
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