Hey @Mango3! Thanks for the tips, that’s another way to deal with fireflies I hadn’t considered, I tried the suggestions yesterday just to see, and it really reduced them a whole lot too, it also killed the caustic on the glass pretty much, BUT, it was really super fast! I won’t be having any meaningfull caustics in the final scene, but I imagine the other tweaks would be nice before applying the ray settings.
The final render will be mostly neck and up, and I want to to try hair as well. I meant to do a witch when I started, but I have ended up wanting to model tank girl instead, my wife loves that cartoon. Tank girl also has pretty fucked up hair, so I think it will be kinda fun haha! And slightly forgiving
For some reason I really like these in between renders
I will be trying to break the symmetry a bit when I get some time again, and finish the eye balls and cigarette. My workflow is super inefficient when I read this, I think I will actually just finish detailing the face and finish the textures.
I felt like showing something again, I haven’t contributed with very much lately!
I am on the same build as last time where I talked about depth scale. I am using a depth texture here, and a depth scale of 0.005 and 50% subsurface weight. I can pack the scene if you guys want to see if it’s different now for you, perhaps it is a problem with the way I make the depth map, or “older” beta builds. But it works really great once you know how to setup the values with your own scene, appleseed shaders are fucking incredible, and probably why I love rendering here so much. And the flat lighting I tend to get with other engines is crisp and how I feel it should look, you guys figured out something crazy here.
Best wishes, Mark