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WIP Thread for New User Contest - April 2013
Posted: 09 April 2013 08:04 AM   [ Ignore ]   [ # 46 ]
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Hope it's visible enough.
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Posted: 09 April 2013 08:16 AM   [ Ignore ]   [ # 47 ]
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Wow, that looks almost like what happens when you take a picture of a cat and use the flash. Wish I knew how to fix it... Well, outside of Photoshop, anyway! wink
The closeup looks brighter than the full image. In fact, I like the way it frames her face nicely. She kind of gets lost in the big tree. Every time I look at it I get more convinced it would look really neat if you could get a beam of sunlight to fall on the character and light her up.
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Posted: 09 April 2013 08:41 AM   [ Ignore ]   [ # 48 ]
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Ilena52 - 09 April 2013 08:04 AM
Hope it's visible enough.


Just a thought, what sort of surface shader are you using on the eyes. I have had problems with surfaces doing this before and found it was the reflection channel in the surfaces tab. A lot of shaders load with reflection mode set to environment map and if there is no reflection map there the surface renders white. Change the reflection mode to raytrace and it will fix the problem.

This is only a guess as I don't knoe what sort of surface you're using on the eyes.

SORRY - ignore this post, I forgot you are using Carrarared face
[ Edited: 09 April 2013 10:55 AM by bluemoon ]
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Posted: 09 April 2013 10:05 AM   [ Ignore ]   [ # 49 ]
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So many settings... So much to remember...
So nice to have a helpful community to share all this knowledge! Thanks, bluemoon. smile
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Posted: 09 April 2013 10:17 AM   [ Ignore ]   [ # 50 ]
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I so thought they were asking about the Eye lash thing. The Big black parts.
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Posted: 09 April 2013 10:50 AM   [ Ignore ]   [ # 51 ]
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I think Jaderail's right about the eyelash transmaps...something odd happening there... But the eye surfaces themselves may require some adjustment. Not a Carrara user, so I don't really have any input as to how to do that, but I've seen similar things in DAZ Studio when working with a texture made for Poser.

I like the framing and composition of the full image, but I agree with sithkitten about the lighting.
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Posted: 09 April 2013 11:23 AM   [ Ignore ]   [ # 52 ]
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Thanks you for trying to figure out the fix along with me. smile Tried to slap several new skin textures, but all of them got the same result until by some miracle it simply all of sudden corrected itself. hmmm Weird stuff.

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Posted: 09 April 2013 11:24 AM   [ Ignore ]   [ # 53 ]
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Thanks you for trying to figure out the fix along with me. smile Tried to slap several new skin textures, but all of them got the same result until by some miracle it simply all of sudden corrected itself. hmmm Weeeeird stuff.

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Posted: 09 April 2013 04:58 PM   [ Ignore ]   [ # 54 ]
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Ilena52 - 09 April 2013 11:24 AM
Thanks you for trying to figure out the fix along with me. smile Tried to slap several new skin textures, but all of them got the same result until by some miracle it simply all of sudden corrected itself. hmmm Weeeeird stuff.




You're using Indirect light or the skylight in Carrara? Have you made sure that light through transparency is enabled both in the regular render settings and the GI settings?


The other possibility is that when the shaders were applied, the transparency maps weren't loaded into the shader's Alpha channel. My guess though is that it's in the render settings.
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Posted: 09 April 2013 06:03 PM   [ Ignore ]   [ # 55 ]
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Thanks for the nice comments Scott and sithkitten
[ Edited: 10 April 2013 03:18 PM by bluemoon ]
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Posted: 09 April 2013 07:09 PM   [ Ignore ]   [ # 56 ]
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Jindi - 09 April 2013 05:57 AM

@stormylight, I like the patterns and colour combination of that outfit. I look forward to seeing the finished renders from you and everyone else here.


@Jindi, Thank you.

It's fun to watch individuals work on their projects and see the improvements. I know that I learn from all of you and truly appreciate the support that is provided on these forums!
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Posted: 11 April 2013 09:07 PM   [ Ignore ]   [ # 57 ]
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Another way to approach this contest is to use primitives.* Primitives, for those who aren't familiar with them, are relatively simple 2D or 3D geometrical shapes, like a plane, cube, or sphere. Many 3D programs allow you to create or load primitives. In DAZ Studio, simply go to the Create menu and choose New Primitive, then select the primitive type you want to work with. It will load without a texture, and you can edit its materials settings, apply a shader or shader preset, or even apply an image to it.

In Bryce, the Create palette includes a variety of primitives that you can choose from. After loading them, you can apply Bryce materials to them.

In the image below, I've used a primitive plane as a floor (instructions from Jaderail on how to do this can be found here). I then applied a chrome shader to it, then edited it to appear darker and slightly less reflective. Still kind of a WIP (I'll be using this scene, or variants of it, for a few different purposes), but hopefully it gets the idea across. By the way, everything in the scene either comes free with DS (Genesis Starter Essentials), or is included in the free-ish Anime Star Fighter bundle.

*I know Jindi is already using maclean's Morphing Primitives product...that's basically the same idea, but with more complex shapes. Here I'm talking about primitives that are somewhat more...primitive. smile
[ Edited: 11 April 2013 09:09 PM by Scott-Livingston ]
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Posted: 12 April 2013 02:33 PM   [ Ignore ]   [ # 58 ]
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evilproducer - 09 April 2013 04:58 PM
Ilena52 - 09 April 2013 11:24 AM
Thanks you for trying to figure out the fix along with me. smile Tried to slap several new skin textures, but all of them got the same result until by some miracle it simply all of sudden corrected itself. hmmm Weeeeird stuff.




You're using Indirect light or the skylight in Carrara? Have you made sure that light through transparency is enabled both in the regular render settings and the GI settings?


The other possibility is that when the shaders were applied, the transparency maps weren't loaded into the shader's Alpha channel. My guess though is that it's in the render settings.


Evilproducer I was using both indirect and skylight? You shouldn't do that way or...? The change in render settings you provided a slight change but a satisfactory one I think. So here is the further progress still without a shader or re-texture and without changes in sun position.
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Posted: 12 April 2013 03:01 PM   [ Ignore ]   [ # 59 ]
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Ilena52 - 12 April 2013 02:33 PM
evilproducer - 09 April 2013 04:58 PM
Ilena52 - 09 April 2013 11:24 AM
Thanks you for trying to figure out the fix along with me. smile Tried to slap several new skin textures, but all of them got the same result until by some miracle it simply all of sudden corrected itself. hmmm Weeeeird stuff.




You're using Indirect light or the skylight in Carrara? Have you made sure that light through transparency is enabled both in the regular render settings and the GI settings?


The other possibility is that when the shaders were applied, the transparency maps weren't loaded into the shader's Alpha channel. My guess though is that it's in the render settings.


Evilproducer I was using both indirect and skylight? You shouldn't do that way or...? The change in render settings you provided a slight change but a satisfactory one I think. So here is the further progress still without a shader or re-texture and without changes in sun position.



Nice job so far!


You can use both at the same time if you wish. I just had one selected in my example. The main point is to make sure that the Light Through Transparency option is selected in both the general render settings and the GI settings.


I notice some ashing (gray blotchy artifacts) in the image which is a result of virtual photons used in the GI. There are some things to do to help minimize and eliminate the effect. If you could post a screen shot of the render settings (anything included below the Skylight and Indirect Light check boxes, I may be able to point you in the right direction, as well as provide a hint or two on how to speed up the light calculations if needed.
[ Edited: 12 April 2013 03:06 PM by evilproducer ]
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Posted: 12 April 2013 03:30 PM   [ Ignore ]   [ # 60 ]
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Ilena52 - 12 April 2013 02:33 PM


Evilproducer I was using both indirect and skylight? You shouldn't do that way or...? The change in render settings you provided a slight change but a satisfactory one I think. So here is the further progress still without a shader or re-texture and without changes in sun position.


Ilena, I've created a simple out-door light rig for Carrara, that simulates atmospheric bounced light and may eliminate the need for GI if used with a sunlight or distance light for the primary light source. PM me if you're interested.

To keep things on topic, I've been working on a Carrara terrain-scene for a Renaissance style village (buildings courtesy DryJack at ShareCG). I've created and procedurally shaded the crumbled stone walls, modified shading elements on the trees, built and shaded cattails, clumps of moss, etc. and used a distribution shader on the terrain to create custom dirt patches and wheel tracks in the terrain shader.


I also used the outdoor light rig I mentioned above to light the scene along with a Sunlight.


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