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Wonderous Wares - Realistic Glass Containers for Carrara and DS Coming Soon (Commercial)
Posted: 15 June 2012 12:45 PM   [ Ignore ]   [ # 31 ]
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Thank you Lei, The question regarding water levels was talked about a bit in this thread here…

http://www.daz3d.com/forums/viewthread/2107/

Short answer would be that doing adjustable water levels are a serious pain because of the contours in the containers.  That’s the sort of thing fluid sims are for.

The term “Skydome” doesn’t really mean that there has to be a sun and clouds in the scene, “Skydome” is used for any spherical object that’s used to surround the whole scene with an environment texture.  Those texture can be indoor textures, so there can be indoor “Skydomes” and there’s actually one included in the set in the prebuilt scenes to get started with.

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Posted: 15 June 2012 12:45 PM   [ Ignore ]   [ # 32 ]
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The morph question was asked elsewhere, and the answer was no - because it would take multiple linked morphs to get the liquid to move in anything but a straight-sided tumbler.

With reflection and refraction you really need something to reflect and refract - either the sky dome or some all-round scene.

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Posted: 15 June 2012 01:40 PM   [ Ignore ]   [ # 33 ]
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DimensionTheory - 15 June 2012 12:45 PM

Thank you Lei, The question regarding water levels was talked about a bit in this thread here…

http://www.daz3d.com/forums/viewthread/2107/

Short answer would be that doing adjustable water levels are a serious pain because of the contours in the containers.  That’s the sort of thing fluid sims are for.

The term “Skydome” doesn’t really mean that there has to be a sun and clouds in the scene, “Skydome” is used for any spherical object that’s used to surround the whole scene with an environment texture.  Those texture can be indoor textures, so there can be indoor “Skydomes” and there’s actually one included in the set in the prebuilt scenes to get started with.


Thank you for the link! I’ve never used Hexagon so without some kind of tutorial, that solution would be a bit out of my reach ... and what program are you using for fluid simulation? Also thanks for the clarification on the Skydome thing, lol. That word has always thrown me! In my head what you described, I’d define as an environment sphere … whereas Skydome makes me think of some sort of sun/cloud IBL ... why, I actually don’t know!

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Posted: 15 June 2012 01:45 PM   [ Ignore ]   [ # 34 ]
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Richard Haseltine - 15 June 2012 12:45 PM

The morph question was asked elsewhere, and the answer was no - because it would take multiple linked morphs to get the liquid to move in anything but a straight-sided tumbler.

With reflection and refraction you really need something to reflect and refract - either the sky dome or some all-round scene.

Thanks for the RE Richard. I checked out that other thread about morphing, but I don’t think I can swing the Hex solution - as I’ve never used that program before. BUT at least there’s some sort of work around out there … Skydome thing was also cleared up, now that I realize it’s the same thing as what I’ve been calling an environment sphere for ages lol.

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Posted: 15 June 2012 06:20 PM   [ Ignore ]   [ # 35 ]
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Yeah, understand that an environment sphere/sky dome is not really required. As Richard pointed out the containers just need stuff around them to reflect and refract. If you have a fairly encompassing scene having a sky dome won’t make much of a difference. We just wanted to point it out and include an example scene so that people didn’t the impression they look like that if you drop them in a totally blank scene.


Because so many reflective things we see in the store use mapped reflections, which don’t require other objects to provide reflections, we needed to point out these were different. We toyed with doing these with mapped reflections but the results simply weren’t impressive so we made the shaders to use only raytracing.


This set includes a scene with sky dome/environment sphere. Feel free to save it and use it in other scenes too. But, an easy, general purpose alternative, any time you have a need for a sky dome, is to just load a large sphere or cube primitive (Create menu - New primitive). Move it down so the sphere or cube is roughly centered around your scene then, in the parameters tab just turn off “cast shadows” for it.


With that you can drop in any image into the primitive’s diffuse slot, set the diffuse strength to 0% then set the ambient to white and 100% strength. Sounds strange but it works well. Photos of scenes with lots of lights or lots of varying patterns often look good for scenes with lots of reflections. I’m working on some tutorials that cover this and will go into a lot more detail.

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Posted: 18 June 2012 06:54 PM   [ Ignore ]   [ # 36 ]
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I was really excited about your Wonderous Wares and purchased it as soon as it was available.  It’s gorgeous.  I’m having trouble using it in Reality though and am hoping you can help.  When I render the sample scene using Reality, I get black glasses with just a sliver of color along one of the outside edges.  Could you tell me what to do so that I get the same look you get in your sample pictures?  I did try to send you a pm, but Daz refused to send it.

Thank you so much for making such a beautiful product and for any help you can give.

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Posted: 22 June 2012 03:24 PM   [ Ignore ]   [ # 37 ]
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Kasheera - 18 June 2012 06:54 PM

I was really excited about your Wonderous Wares and purchased it as soon as it was available.  It’s gorgeous.  I’m having trouble using it in Reality though and am hoping you can help.  When I render the sample scene using Reality, I get black glasses with just a sliver of color along one of the outside edges.  Could you tell me what to do so that I get the same look you get in your sample pictures?  I did try to send you a pm, but Daz refused to send it.

Thank you so much for making such a beautiful product and for any help you can give.


Doh! Sorry for taking so long to reply. I still haven’t gotten quite used to the new forums.


All the promos were done in Daz Studio or Carrara without any special plugins. I didn’t test the containers in Reality though I suspect they should still work. Using the example scene in Reality might be a different story though. I believe special, Reality lights need to be used for scenes which are to be rendered with Lux. The sky dome might be shadowing the whole scene in reality too.


My old computer died a few months back and I still haven’t gotten around to installing Lux and Reality on this new one. I’ll try to do that this weekend and see what the issue might be.


Oh, on another note, I want to point out that DT and I weren’t trying to shun Poser users by not including Poser versions of the containers. Quite the opposite. They were set up as Poser props before doing the DS versions but the materials were fairly complex and Poser kept crashing while setting them up. For stability we determined that we simply had to drop the Poser versions and Focus on Carrara and DS.


Please forgive my slow reply.

 

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Posted: 23 June 2012 01:01 AM   [ Ignore ]   [ # 38 ]
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Thanks so much for the reply!  I’ve been working with Wonderous Wares now for about a week and still no luck.  I’m fairly certain it is me, but all I get when I render in Reality is a black vase.  I’ll anxiously await your test and advice.  I’ll keep trying in the meantime!

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Posted: 30 June 2012 03:41 PM   [ Ignore ]   [ # 39 ]
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Did you figure any solutions out so I can use the wonderous wares with Reality/Lux?  I’m trying to patiently wait for your input.  I still haven’t been able to get it to work.

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Posted: 01 July 2012 11:28 AM   [ Ignore ]   [ # 40 ]
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I’m sorry, we’ve both been talking about it and a Reality version would need completely reworked textures to handle transparency in a similar way to the DS versions.  It would also need it’s own set of shaders for both the glass and liquids, probably another 35% worth of the work that’s already gone into the set.  I’ll mess around with the idea of a small addon which adds support, possibly for Octane too, but it would have to be separate to justify the amount of extra work it’d take.

My apologies.

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Posted: 01 July 2012 05:08 PM   [ Ignore ]   [ # 41 ]
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Beautiful work! It went straight in my trolley….

Haven’t been around much so this was the first time I found this thread.

Hugs

Pen

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Posted: 03 July 2012 10:31 AM   [ Ignore ]   [ # 42 ]
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DimensionTheory - 01 July 2012 11:28 AM

I’m sorry, we’ve both been talking about it and a Reality version would need completely reworked textures to handle transparency in a similar way to the DS versions.  It would also need it’s own set of shaders for both the glass and liquids, probably another 35% worth of the work that’s already gone into the set.

Hi DT.
The only thing that we need for the vases to work well in Reality/Lux is to have proper textures for the transmission channel. No special shaders are needed and no alpha map, obviously. Just set the material to Glass, no archi, no hyper, and it will be working well. Very dark textures occlude the light too much because of the thickness of the glass, which is taken in account by the renderer. If you want to get fancy you can play with the reflection texture but it’s probably not necessary.

Cheers.

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Posted: 26 August 2012 04:25 PM   [ Ignore ]   [ # 43 ]
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The product looks gorgeous but I am having the same problem as the girl doing it in reality except, it does it for me in DAZ. When I try to render, it comes out solid and almost black. I haven’t changed any settings. Is there a trick to it? I can switch the reflection mode from raytraced to environment to get a translucent glass but I lose that lovely color seen in the promo pictures.

Thanks in advance!

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Posted: 26 August 2012 07:38 PM   [ Ignore ]   [ # 44 ]
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Are you working in a skydome? Glass shaders seem to need one or you get solid black glass.

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Posted: 27 August 2012 07:19 AM   [ Ignore ]   [ # 45 ]
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Are you using DS4.5? There seems to be a bug, in DS or 3Delight, when refraction affects a ray more than twice (as is likely to happen here).

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