Procurement Resource Assesses The Production Cost Of Succinic Acid In Its New Report



  • The new report by Procurement Resource, a global procurement research and consulting firm, looks in-depth into the costs involved in the production of succinic acid. The comprehensive report analyses the production cost of the material, covering the raw material costs and co-product credit, equipment costs, land and site costs, labour wages, maintenance costs, financing charges, and the depreciation costs. The extensive study describes the step wise consumption of material and utilities along with a detailed process flow diagram. The report also assesses the latest developments within the succinic acid industry that might influence the costs of production, looking into the capacity expansions, plant turnarounds, and mergers, acquisitions, and investments.

    Download a free sample of the production cost of succinic acid from raw sugar and many [email protected] https://www.procurementresource.com/cost-analysis/succinic-acid-production-from-raw-sugar

    Succinic acid is an acidulant, which is also known as butanoic acid, and is a type of dicarboxylic acid. It is mostly found in plants and animal tissues. It is a non-hygroscopic acid that has a low acid strength and slow taste build-up. It is primarily used as an acid regulator in the food and beverage sector. It is also used to control acidity and is an excipient in pharmaceutical products.

    The succinic acid market was anticipated to grow at a healthy rate in the year 2020, but since the COVID-19 has struck the world, resulting in lockdown all over Asia, Europe, and the United States of America, the demand from the food and beverage industry has declined, affecting the growth of the market. However, the demand is somewhat compensated by the pharmaceutical industry. It is also anticipated that once the lockdown is lifted, the growth of the succinic acid market will revive. These factors are expected to influence the production cost of succinic acid.

    Read the full production cost analysis report of succinic [email protected] https://www.procurementresource.com/production-cost-report-store/succinic-acid

    The production cost report by Procurement Resource assesses the production of succinic acid via raw sugar, via glucose, via glycerol, and via maleic anhydride. Succinic acid is obtained from raw sugar using the fermentation process. In this process, the raw sugar is diluted and is hydrolysed into glucose and fructose, forming invert sugars. he invert sugars, thus formed, are further fermented to produce succinic acid.

    About Us:

    Procurement Resource ensures that our clients remain at the vanguard of their industries by providing actionable procurement intelligence with the help of our expert analysts, researchers, and domain experts. Our team of highly seasoned analysts undertake extensive research to provide our customers with the latest and up-to-date market reports, cost-models, price analysis, benchmarking, and category insights, which aid in simplifying the procurement process for our clientele.

    We work with a diverse range of procurement teams across industries to get real-time data and insights that can be effectively implemented by our customers. We also track the prices and production costs of an extensive range of goods and commodities, thus, providing you with the updated and reliable data. We, at Procurement Resource, with the help of the latest and cutting-edge techniques in the industry, help our clients understand the supply chain, procurement, and industry climate, so that they can form strategies which ensure their optimum growth.

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  • ok. here's a close up so you can see how close I am…
    still having some lighting and shadow issues...I've been working on this sooo long, I know there is just one little thing to push her right over, but for the life of me, I can't figure it out. I will continue to tweak until I find it, though...once I get it, I will definitely bring back the other girls...
    p.s slightly photoshopped Alex's cock a bit...



  • even closer…still no photoshop...next time ;)



  • here's another WIP…the key light is high and to the right of her body...I might be close to figuring this out...
    no photoshop, btw...



  • The 3-point gives all the info on the positioning. You'll want to avoid lights in line with the camera, you can get crappy reflections.

    Yeah and in Daz the metric used for lumens is pretty low, so I'm generally in the 100K's. Values will vary depending upon the ambient lighting.

    You don't have to make them too big, you can adjust the distance & spread angle of the lights. Spotlights with disc or whatever geometry seem to work pretty well for me. Bigger geometry and further distance will also give you softer shadows.

    The three-point is not the only right way to do it, but a classic studio setup.

    First one sounds like you should have above and in front but also off to a side at an angle. The other fill light will be off to the other side to soften the shadows of the main key light. Then the rear is for your highlight of the edges, whatever intensity works or that you like.

    Keep in mind I'm far from an expert and still learning. :D

    On that first light, with Daz & Iray I think I read that the lights with geometry are more efficient, so you might want to try replacing the squashed sphere with a spotlight and disc geometry to see if that improves your render times or less noise.



  • but what kind of lights do you use? I research the 3 point setup, and I get it for the most part, but there is no explanation on what kind of lights…spotlights with point geometry or different...what are the lumens? distance from model? add an environment light or no? I just keep fooling around until I think it looks good ;)
    like, my main light is a spot with disc geometry and 300000 lumens put back behind the camera. I want to get a light that covers her whole body, and the farther back, the bigger the light... I have a small sphere that I flattened to a disc above and in front of her set to 700000 lumens...another disc spotlight on her right set to 200000 lumens...and one high above her and behind set to 800000 lumens...does that sound right?



  • I'm just here to remind myself to check in to see what the experts say.

    Three point setup? Doesn't appear to be a rim light. 1 Key and one fill? Your fill light typically would be a little lower than the key light, but higher than the camera.

    You could add another fill from below, very low intensity like 10-20% of your key to reduce the shadows.



  • new pic…almost there...still got some weird shadows and dark spots, but I think she looks good here...a little help, guys?
    p.s.
    not fully baked or photoshopped...



  • this ones a lot better…got a shadow on her face and neck I can't shake...
    almost there...what do you think? any helpful hints?



  • I think this is pretty good…enviro with 4 spots...
    might be missing something, but not sure what...
    how do you like this?



  • bodywise, she looks good…it's not the realism i'm looking for so much as a more 3d effect... :)



  • I just wanted to throw this up here…
    this is Alex with an enviro light and 1 spot...



  • @'mateo250':

    Have you considered HD displacement maps?

    @'gcrock70':

    actually, I think it's the lighting on the backdrop…Alex actually looks great. I need to figure out how to get the backdrop to stand out so it looks like she's standing in front of it...

    Sounds like you want classic studio 3 point lighting. Backdrop further back (if it's not far enough back, I dunno), with a rim light behind the figure.

    Here's an old bookmark of mine that explains it well.
    http://www.3drender.com/light/3point.html



  • actually, I think it's the lighting on the backdrop…Alex actually looks great. I need to figure out how to get the backdrop to stand out so it looks like she's standing in front of it...



  • +1

    I think they add a lot. This one has a intentionally fake looking glittery skin, but with the HD displacement maps there's a lot of extra detail in the fingers, hands, and knees.



  • Have you considered HD displacement maps?



  • i'm not trying for super lifelike, just a little bit more than I've got…anyway, I pared it down to 3 spots and an environment light...I think this is pretty good. how to get it a little brighter without compromising the figure?
    p.s gator, I know the eyes are off, these are just wip's...not final ;)



  • yeah, I thought I might have too many lights…6 spotlights, a dome and an emissive panel. rendering in iray...
    does the color on spotlights actually work in grey? what does it do, exactly? I only see difference if I use an actual color...



  • If you're going for more lifelike, soften her makeup a bit, add some vascularity morphs, use a skin texture that's a bit more uneven, and give her a more natural hair color. Also her eyes seem a bit "fake". Maybe it's the color?

    From what I see in the last pic, her hair color is too vivid and unnatural. I know you can get every color imaginable out of a box of hair coloring - I've seen it - but here it's too "cartoony". Maybe escalate the bump map on her hair? Drop in a secondary map that has darker strands?

    Her skin seems really smooth and even-toned, which is possible to an extent in real life, but not to this extent.
    A few moles - one arm, on a leg, maybe one on her left hip, maybe some freckles (nothing too heavy like a melanoma, just a brown dot here and there).

    While her abs and knees look fine, the rest of her seems "off". Just a bit too smooth IMO. She needs something like either visible veins under the skin or some "popped" veins. Maybe some stretching/folding "crow's feet" under the pits and at the elbow.

    Also, I didn't read the whole thread to see what you're rendering in, but sometimes too many lights and too many light types can be a problem. Start off as if she were standing in a real room. Where's the ceiling light? What is its luminance rating? Or look up photo studio lights and see what they generally put out (the ones with the shiny umbrellas).

    For most of my iray scenes, if I'm using a single point light and no dome/sky light, I set it about 500 on the Y trans and maybe 1000 on the Z trans, with the color set to white or light grey, and its luminosity to about 1 million and tweak up or down from there.
    For the camera setting in the Render pane of DS (not the actual camera I have selected), my f-stop is generally 5.6, film speed 400, and shutter speed anywhere between 400 and 1200, depending on how bright the scene comes out when rendered. Also I disable auto headlamps.



  • I guess I was trying to go for a little more lifelike…but, the more I look at her, she looks pretty good...



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