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This started as PhoneHome, but simplified it a little.
3DL, uses the free shader I mentioned previously. At first I was thinking 'OMG this shader is slowing things down so much!' Yeah. It made a 5 minute render go to 9 minutes. OH NOOOO.
I then used AoA Atmospheric distance camera to do some post work for distance/atmosphere effects. (I put the HDRI on a skydome. It's... not ideal, because lack of dynamic range means the sun, seen in frame, would look stupid)
Another 3DL render using the second 3DL shader I wrote.
Terrain is Azone from TerraDome3, with TerraDome3 texture images applied through a 2 layer 'mix based on Normals' shader I wrote. Backdrop is a HDRI from TD3 that I pasted in in Post (skydomes just sucked up a bunch of render time with no real benefit), then I used AoA Atmospheric Depth camera to get a depth mask to play with in post.
I ended up using the depth mask as a mask for a layer of 'light brown', overlaid that on the scene.
Glad to see all the 3DL renders you've been posting! Even though many have moved on to Iray, I find both renderers are useful depending upon what you are trying to do. Displacement and AoA's distant/ambient lights and cameras are two of many reasons to keep using 3DL.
Those are awesome, Will. Thanks for the experimentation on behalf of us 3DLers. :)
Pretty damned impressive - so glad I'm not (in token nod to another thread) ignoring you .. ;)
I'll note, for the sake of comparisons, that that image took about 2 hours to render (although at least 45 minutes was being stupid and rendering the depth mask at the same double size as the image, which is dumb because I could have rendered it at 1/2 size and taken 1/4 as long because I was going to shrink the original image ANYWAY).
Large 3DL images can... be not swift, and that's not even with UE2 (which I advise avoiding always).
Hey Will, did you learn how to build your own shaders through experimentation, or did you find a tutorial that helped you? I bought Dreamlight's surfaces tutorial, but I couldn't get through the shader portions, which were done by somebody else who didn't record the audio very well. I've been playing around with the Stone Shader, Rock Shader, and Cliff Face Shader packs applied to TD3. They're pretty good on their own, and I can always bring in three different A zones and mix and match textures and sculpts, but I can't help but think I ought to be able to create a shader that combines two or three different rock textures, using opacity maps to allow textures to overlay and peek through. Stonemason does something like that with his Winter Terrains set, and the Tiler Shader set uses a similar principle. Tiler Shader still uses two separate meshes, though, anchored under a null, with opacity maps for masking. Stonemason's shader is much better, but it seems like it would be pretty complicated to reverse-engineer.
Of course I could just render three different sets of textures and blend them in Photoshop, but I have a little bit of a bee in my bonnet about this shader thing. You seem to be a shader guy. Do you mind sharing your thoughts?
Uber surface 2 http://www.daz3d.com/ubersurface2-layered-shader-for-daz-studio, has a second layer; its been a while scince i messed with it but from what I can remember you should be able to do something like that.
Thanks, Scorpio! I'll look into that.
Through experimentation. DS seems allergic to documentation. ;)
Two free 3DL shaders are available in my freebie thread: http://www.daz3d.com/forums/discussion/106626/will-timmins-procedural-shaders#latest
Just those alone can get a bunch done that you might enjoy; the first is good for geoshells 'laid over' another surface, the second is a simple two layer mix.
Wow, that is amazing.
I did this on my laptop which isn't nearly as good as the pc as far as memory etc. It took about 5 hours to finish. One thing I noticed is that I had to be very careful with the angle if I was using one of the HDRI's provided as they all had a straight brown desert like area at the bottom. So for stuff like this where I needed to be up high looking down, it was very difficult to hide that brown line. Not really a big deal as I have plenty of HDRI's to use and I basically just slapped a water shader on this one and it worked perfectly. Its not an issue for 95% of angles, it just the ones that expose the bottom of the HDRI's. Of course, it could just be me doing something wrong....
I've seen the brown lower half of the sky exposed at some angles too. I think it's because the terrain/sea isn't infinite and so we have to stick something there to end our line of vision. I love that image! It's got a kind of 'fantastical' feel about it, but I could quite easily imagine people living there and going about normal day-to-day business too.
I would bet a lot of money that the folks working on TerraDome3 didn't expect a render like this...
(Terradome3, Hand knits, Ultrascatter, VWD come together woot)
And this would be called:
Patchwork Quilt Dome?
Argile Sock Dome?
Stitch and Pearl Dome?
Looks great though
Oh, wow, Will, that is so VERY cool!!! :)
Looks like a hand-stitch craft job, Will - nice work!
Melanie: I succumbed and picked up http://www.daz3d.com/hand-knits-shader-presets-and-merchant-resource
I was inspired by 'yarn robot' and thought... ooo.
The big problem was the flippin trees, actually. While displacement is 'better in 3dl,' you can also run into... problems I'm not sure why. I really wanted to give the trees more displaced texture, but it kept glitching weirdly near the trunk. Ah well.
Bump works really well in 3DL, too. Heh.
I'm also considering using terradome shader and then plugging in knit patterns. So the land is a combination of, oh, quilt and lace. Or something. ;)
Yep, Will I saw your post about those shaders in the commencial thread - I'm still downloading it! (Not the best connection here) but eventually I hope to try a few weird and wonderful things with them too
Need to show more closeups of yarnboy.
Wasn't there a cartoon back in the sixties or seventies which had quilted ground or somethign like that?
You've dropped a stitch, Will ;)
Back to the bottom half of the provided HDRIs being exposed and showing brown desert, I've noticed that the set of HDRIs released for Terradome today show grass, with trees along the horizon line instead. The ones I've tried, anyway. Which is great unless you want ocean as far as the eye can see :)
I will be doing this with people and different angles as well, I am slowly (very slowly lol) building a story world. TerraDome3 just made this project a 100 time easier!
This is very cool!
Try using the Dome Orientation settings under Environment. I think 'y' with a positive number of 10 might do it.
Dragon Hiding
There were so many options with the TerraDome. I finally settled on this. This took approx. 13 hours to render as Iray on my machine, which is decent but not top of the line. I did have a bunch of fireflies to clean up in post, but that was the only issue I ran into.
Got to play more with this. Not sure I could ever top Yarn World.
ewcarman, very nice! Made me smile, too. :)
Still, pretty cute image! Love that he thinks he's hiding! :)
Ah, that's useful to know, Astracadia - I was looking closely at that new HDRI set but a bit frustrated that you couldn't see what was behind the Terradome snowy mountains. Hmm, maybe I can live with low trees...?