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2024 May 20 08:10:00
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i figured i would try here first who better to ask than fellow artists
 

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Have You tried Google? "Hands on head photo" and see if that triggers your memory?  :peek:
 

vash99

2024 May 09 11:19:09
im trying to recreate a pose from the 80sits a simple 2 quarters headshot of a woman loking at the camera both arms bent in front of her hands on her head for the life of me i cant remember how to do the pose
 

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i tried during the infusion it didnt help
 

Radkres

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vash99

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no swelling just feels like my forearm is on fire

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Author Topic: The Birth of Stormbringer!  (Read 45085 times)

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Online Jherrith

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Re: The Birth of Stormbringer!
« Reply #500 on: July 17, 2016, 06:56:37 PM »

Try rendering that big fig tree now. Even with shadows on they render fast. That's why I put so many of them in my swamp picture....because I could. Otherwise I never would have done that image before on my old gc which was a 460 GTX. I have a 760 GTX now. What a difference! I think that swamp image took about a minute maybe to render with all those trees and the water on my machine - which is nothing like yours.

We did and it certainly whined

6 hours on the new system

and which considering my XP box originally was 30 hours

although to be precise these were with high quality settings, on both systems.


"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"


Fighting Slave of Gor by John Norman

Offline sidherose

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Re: The Birth of Stormbringer!
« Reply #501 on: July 17, 2016, 07:07:03 PM »
We did and it certainly whined

6 hours on the new system

and which considering my XP box originally was 30 hours

although to be precise these were with high quality settings, on both systems.

It's when you're using IDL lights that render times go through the roof. That's the problem not the settings. IDL lighting calculates all those highlight points (the red dots) before it even starts rendering and that is what can take hours. But if you want to use IDL lights then expect long render times. I'd rather use IBL lights myself, or well it depends on the effect I want. I've been playing with the IBL lights in the PP 2014 content Lights recently and some of them are pretty cool with a little adjusting here and there.

HDR-AO lights will take awhile too if you've got the AO cranked up or DOF or any of that stuff.

Online Jherrith

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Re: The Birth of Stormbringer!
« Reply #502 on: July 17, 2016, 07:07:34 PM »
Granted there was not only a tree with serious foliage, a character, hair and clothing, plus two birds and such tidbits


As mentioned 6 hr 50 mn


"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"


Fighting Slave of Gor by John Norman

Online Jherrith

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Re: The Birth of Stormbringer!
« Reply #503 on: July 17, 2016, 07:12:31 PM »
It's when you're using IDL lights that render times go through the roof. That's the problem not the settings. IDL lighting calculates all those highlight points (the red dots) before it even starts rendering and that is what can take hours. But if you want to use IDL lights then expect long render times. I'd rather use IBL lights myself, or well it depends on the effect I want. I've been playing with the IBL lights in the PP 2014 content Lights recently and some of them are pretty cool with a little adjusting here and there.

Which is what I have learned from you and McGrandpa the IDL lights are rubbish basically they are not suited for outdoor scenes


"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"


Fighting Slave of Gor by John Norman

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Re: The Birth of Stormbringer!
« Reply #504 on: July 17, 2016, 09:49:27 PM »
Which is what I have learned from you and McGrandpa the IDL lights are rubbish basically they are not suited for outdoor scenes
Close enough! :Hi5:

McG.   :java:

McG.

Offline sidherose

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Re: The Birth of Stormbringer!
« Reply #505 on: July 17, 2016, 11:00:50 PM »
Nope because the light has to be in an enclosed space where it's bouncing off things and outside well, it's all over the place and there are many, many different things affecting it. Different inside - yup.

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Re: The Birth of Stormbringer!
« Reply #506 on: July 18, 2016, 11:13:14 AM »
I thought we already agreed on that Ray!  LOL!   But yep.  OH one other thing that is very cool when ya use IDL in an enclosed space with other objects, you can use em as light emitters.  I hear even people figures emit light now.  :)
McG.

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Re: The Birth of Stormbringer!
« Reply #507 on: July 18, 2016, 11:14:57 AM »
Granted there was not only a tree with serious foliage, a character, hair and clothing, plus two birds and such tidbits


As mentioned 6 hr 50 mn

I'd be scared to pit my ol rig against Stormbringer.   I'd be eating rubber dust!  LOL!

McG.   :java:

Offline sidherose

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Re: The Birth of Stormbringer!
« Reply #508 on: July 18, 2016, 11:40:52 AM »
I thought we already agreed on that Ray!  LOL!   But yep.  OH one other thing that is very cool when ya use IDL in an enclosed space with other objects, you can use em as light emitters.  I hear even people figures emit light now.  :)
McG.

Was just re-iterating why to J. That's all. Well yes, everything is a 'light emitter' in the sense of calculating highlights and shadows. How the light reflects or refracts off of it.

Offline sidherose

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Re: The Birth of Stormbringer!
« Reply #509 on: July 18, 2016, 11:53:39 AM »
And here's a bit about AO lighting:

In computer graphics, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. The interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and the deeper you go inside the tube, the more occluded (and darker) the lighting becomes. Ambient occlusion can be seen as an accessibility value that is calculated for each surface point. In scenes with open sky this is done by estimating the amount of visible sky for each point, while in indoor environments only objects within a certain radius are taken into account and the walls are assumed to be the origin of the ambient light. The result is a diffuse, non-directional shading effect that casts no clear shadows but that darkens enclosed and sheltered areas and can affect the rendered image's overall tone. It is often used as a post-processing effect.

This is why like IDL light it takes a long time to render - the calculations.

 

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