Update version of the last image. Thoughts? Also, how does one create fog?
I used fog in one of my renders for last months challenge with the Atmospheric Effects Cameras which can be found here.
They are for DAZ only so I hope this helps you.
Oh, it does help but currently out of funds. On the bright side after waking up a solution lamp lighted up in the head and I got the fog. Listened to Szark advice on the light. It came out well I think. Also, I did tiny postwork( the eyes and messed with the layers ) so I hope you won't mind if I post both versions.
What do you think about the differences? Can we see her face, do we need to, to tell the story?
Personally I think it is an amazing difference already. Love the lighting on the old Bones, how the eye sockets stand out. Nice.
in the spririt of learning thanks i see what you are talking about, this is a great help, i know what and where i have to go, i will try to conjure up a better image next time, thank again for the map
i guess the next thing i should get is photoshop, times are hard
With a little work you can get great renders right from DS. No postwork needed, DS4.5 comes with some great tools (Uber Evro, Point Lights, Base Shader) all when you install it. Then you have the Surfaces tab to play with as well. Lighting (even just two Distant Lights setup well) and the Surfaces Tab with a good camera angle and image composition (flow of the eye, rule of thirds or another one of the many rules) can really do great things to what starts as a simple everyday render.
I really think more users should learn the full capabilities of the program before they jump into the Postwork to fix it frame of mind. If you can visit my DA page and look at my stuff, WARNING 18+ for part of it (in my sig) you can get a idea what DS can do all by itself. 99% of my renders are done WITHOUT postwork. I'm not even good, but I have done some good renders with just DS.
This is the end of the I Love DS and what it can do commercial.
P.S. I also love all the WIP's so far, with postwork, without I don't care. This is a great thread this month.
Yes good follow up Jad and I totally agree.
Things like smoke are doable in Daz Studio with Uber Volume built in to Daz Studio (this has a learning curve but not that steep), AOA's Cameras, as Bluemoon posted about above, the Shader Mixer or primitives and transmaps. But for a little bit like what I suggested is so much quicker and easier to do in Postwork especially if you have a low powered computer the Postwork is you friend.
I don't want to get in to a debate on the purity of rendering as art is our own and it is a personal choice weather we use postwork or try to do everything inside the CGI program. I have done many images that don't have postwork or at least very little and I have some that has a pile. I enjoy both sides.
But my advice still stands...POSTWORK rocks. LOL
GIMP http://www.gimp.org/ is a very excellent free peice of software. It can do more than my Photoshop Elements 6 can do and did I mention it is free. Just because a program is free doesn't make it any less worthiy than paid for programs. Plus there are a ton of written and video tutorials all over the internet.
Inkscape, Scribus and Blender are all open source and are very capable programs too.
Although I like doing as much as feasable in the render (2D effects mapped onto a plane primitive are great for a lot of stuff), I also have to agree that a little postwork can make a good render into a great pic -- I always spend 2-3 minutes upping the saturation and balancing the shadows with a couple easy steps in GIMP. Cradle to Grave (below) takes a minimum of three renders (the scene, the ghost girl, and the doll) and I did a fourth with just the ghost girl's right hand/forearm to layer over the doll. The postworked glow effects are all created from the renders -- I've got the GIMP xcf file up here if anyone wants to see.
[ Edited: 09 October 2012 08:04 AM by KickAir 8P ]
Here's my project for this month's thread.
Still not sure about the lighting...I think it need more work.
Also, I'm thinking it needs something....torches, magic, fog, an evil mage....something.
Looking for opinions and advice.
Thanks
Here's my project for this month's thread.
Still not sure about the lighting...I think it need more work.
Also, I'm thinking it needs something....torches, magic, fog, an evil mage....something.
Looking for opinions and advice.
Thanks
Yes too light to give any feeling of menace. Try experimenting with Linear Point Lights. In the Parameter setting of the Linear Points lights are a number of light Fall Off commands. Keep the Fall Off Start at 0 and End at 1000 making sure you Turn Fall Off on first. Do a low quality test render to see if the light spread far enough and bright enough. Normal Point lights will work just as well remembering the the brighter you go the further the light will spread.
When I refer to right and left I mean our right and left as we look at the image.
For me the place were the action is taking place is obscurred by the archer. Here are some things to consider or discard.
Here's my project for this month's thread.
Still not sure about the lighting...I think it need more work.
Also, I'm thinking it needs something....torches, magic, fog, an evil mage....something.
Looking for opinions and advice.
Thanks
Yes too light to give any feeling of menace. Try experimenting with Linear Point Lights. In the Parameter setting of the Linear Points lights are a number of light Fall Off commands. Keep the Fall Off Start at 0 and End at 1000 making sure you Turn Fall Off on first. Do a low quality test render to see if the light spread far enough and bright enough. Normal Point lights will work just as well remembering the the brighter you go the further the light will spread.
When I refer to right and left I mean our right and left as we look at the image.
For me the place were the action is taking place is obscurred by the archer. Here are some things to consider or discard.
Thanks for the advice...I will look in some of your suggestions and do some more tweaks.