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Didn't you see the Movie, Alice doesn't live here any more,
Anyone ever see Pontypool? Man.
Some scary zombie-esque elements while not being actual zombies.
That was an awesome movie!
That's great! I love it!
Now that Ultimate Zombie for G3M is out, you can make the whole thing co-ed.
Wow! Very impressive. I tried to do a 3DL render for the Atmosphere newbie contest but.... fog takes a long time to render and moody lighting is HARD, dear god.
Fore these renders I'm using this HDRI package with the intensity reduced. For the final I will reduce the ambience on the sky dome so it isn't so bright and the sign lights will pop out a little more, so it looks like near dark. The sky texture is DantesInferno from the TerrorDome, for original TerraDome.
It would be nice of Daz 3D if they would rework the Original TerraDome for, those who want a 3Delight environment more extensive than Millennium Environment, but not as elaborate as TerraDome 3. RDNA also had the Microcosm and macrocosm Series, which was sort a Precursor to the TerraDome. I've used those to make land features like, hillocks, mounds and large rock formations sticking from the ground and such, within TerraDome. I made one for this it is in the right foreground of the parking lot. Basically it is a fast way to change from Grass to dirt road, which is still something I have to figure out, adding Dirt Ruts into AoA's Grass Shader, so you can have a over grown road. Like this (overlay but this is a MDL brick) so I could have this: (BTW that is part of the Oregon Trail)
Maybe Age of Armor could add it to his shader, I could do it, but if I do only I can use it, if Age of Armor does it it is an upgrade for everyone. (personally I like this plan) With the NoGrass Mask, I could have gone for longer and more varried Grass, as I could have masked out the parking lot and road.
I have created a RDL Root brick that sits between two DS Default Material Bricks and the Surface Brick which use a Mask Image to choose which Material is selected.
I was thinking of all sorts of things it could be good for. You could have Metal and plastic. or Metal and Dirt. Shiny metal and rusted Metal. Each Surface supplies Material Color, Opacity and Root, they are Mixed in the Brick and come out according to the Mask. I'll do the Displacement Mixer soon. you can grab the SurfaceMask Brick. Trythis (Note: I'm trying to find a better place to share this from, please bear with me)
The Sample here is of the "Wood" Shader which comes with Default Resources for Daz Studio and Digital Lite Design Latex Shaders (which uses AoA's SSS Shader.) I dropped the Opacity on the Latex shader so you could see each Material is fully controllable with in and independent from each other. have fun with it.
Little Zombie WIP update: Yesterday I threw some Flora at the Zone1, which first required me to do a Little house keeping, Naming Cameras (Work North face or Shot Wide angel Parking lot); Resizing and repositioning the whole TerraDome set, moving the Diner sub-scene; and then I had to move the Zombies. I learned I had made a mistake, I failed to ensure that I have all that in order before I started adding Zombies or Orcs. The Plants are not an issue the Zombies were a different story all together.
I also learned to Love and Loath UltraScatter (more on that later), as I learned a few more things about UltraScatter and it's Distribution Map
This is a very Cool feature. After almost three hours, I had added 10,000 plants (shrubs, bushes, and a few flowers). And decided to use AoA's Grass Shader, seeing I am using 3Delight, I can get a fuzzy field. with some variation of height, clumping and other factors.
I am in the process of dropping about 2500 instanced rocks of various sizes into the zone. So far so good. And I am thinking of seeing what would happen if were to add both sets fo Zombies in for a total of 3000 zombies?
You do? How? I never got on with 3Delight; I left it behind when Iray appeared, but love the results folks get with it.
1GB?
I paid over £400 for 4MB for my Amiga.
I am using DAZ Studio 4.9.2.70 and right at the moment I have several thousand items in groups, that are nested within groups. (See Attached Images) There are Regular Groups and Instance Groups. Instance Groups will group like instances together and then appear to be one Asset. and I am using them both for the scene. Normally the only the one UberEnvironment2 Light and if I have more than one light, I would have the lights within a group. (Zone1 is currently out of the TD1Group. I am placing Rock in the sceen right now and you need to have the Target Object and the Asset bing Instanced at the root of the scene. If the Target is in a group, you get floating rocks, plants and Zombies, No one wants floating Zombies.
If I couldn't use groups, this scene would be insane, the plants alone are over 10000 items. There are also 2500 rocks in several instance and 1500 Zombies are grouped in hundreds and each of those groups are within a group. Moving them would have been meant a day at best, not the five minutes it took me. and I actually made several moves with them to get them in to the right location, after my scene clean up.
Now I have had trouble when deleting a group and it contains both Primes and Instances and the Prime gets deleted first. That is why I keep Primes and Instances in separate groups, so if I am deleted them I delete the Instances, then their Prime. That comes from having a large group fo unassociated Instances.
I'd try groups again, and watch exactly what you are doing when it bombs. Groups are the only way to control a large amount of assets.
The first 16K for my original Apple][ cost more than the 32GB I bought for my current machine.
I remember the memory for the Apple][ being something like 140 USA, so 48K was 420 ish and I think the 32GB was 130 ish.
...I can now buy 128 GB of DDR4 quad channel memory for what a 24 GB kit of DDR3 Tri channel memory cost me when I built my current system.
I can't tell you why because it just isn't !
But 3DL *IS* awesome! 3DL allowed me to author custom shaders (applied dynamically via scripts) to render out all my analysis passes:
These analysis passes are then passed to illustrators (proprietary software) to be rendered in various styles using fractal algorithms:
I simply could not accomplish this using Iray.
- Greg
I was being sarcastic !
Once they get the render passes going I think you will get an even better result and something that you can use directly.
But who knows when :(
Oh - doh! My bad . . .
Sometimes I miss the good-old spoken word and hearing people's voices/seeing their faces. Speaking of which, a vent server with channels that parralelled the forum/threads would be interesting . . .
I've thought about trying to adapt my workflow to utilize Iray, but it makes my little brain hurt lol. How about a version of 3DL that makes use of cudas?
- Greg
...@ algovincian: Nice work there. One of the features of 3DL that I like is there are also custom shaders available through the store that can be used to create some very nice effects in the actual render pass.
Oh I just remember, there was a question of realistic testures in 3Delight, I was going to show what could be done.
I have three images for you. But first a little tech info: The ground plane is from RDNA's MacroCosm the Texture is AoA's Grass, the Castle Gate is from the Ancient Ruins MegaPack from RDNA, which has several levels of ruin and a lot of material zones. in the background is HDRI dome in two of the shots, but the third is using the MacroCosm's SkyDome. All of the Castle wall pieces have been scalled up by 107.5 percent, to bring them into scale with the Actors. All the torches are using Area Light Surfaces.
I was going to re-render this image, due to the black faces and wagon, but I'm leaving it here, to illuminate an issue. This was due to my cache not emptying and the data there were corrupt. If something funky is going on with your Render, emptying the cache is a good first step. This is especially true when working with shader building or doing a content creation. It also illustrates why it is a good idea to do product creation in a separate folder from your Main Library or Runtime. With the Daz Connects content delivery system placing each product in its own folder, also saves someone (or yourself) over writing assets. (No, I have Never done that... ah today... umm yet.) But I digress:
After sending a pack of about twenty Diffuse Image through Crazy Bump and creating a Normal and Specular Maps; I reapplied them to the surfaces. While doing this I changed the Material Lighting model from Plastic to Metalic. After that was done, I clicked render, with the same Lighting and Camera.
The Normals and Specular maps give the castle walls more character, they look as if they have been there for a couple of hundred years, thus adding to the illusion of realism.
But this scene is actually from a book, I am working on, and it happens at Night, so let's turn off the work lights and see what we get from thow surface light torches. (If you haven't guess I like Shadows and Light)
There is a mage light ball in the center of the scene supplying most of the light for this scene, though there is a Distant Light acting like the moon.
This is a scene where I want to try that new Surface Mask brick with Grass and Dirt shaders. So I have a dirt road with a ruts and and grass in the middle.
For some reason memory for this scene is up at 31GB, so I am going to be rebuilding this scene from scratch. the Zombie scene is less than 15GB. It could be that all 15 Prime Zombies are G3F, while this scene has nine V4, three M4 and three of four G2F's, not to mention four Dragons and two Horses. But I think my problem here has to do with the fact, I have tested too many things and the file my have orphaned bits and they may be caused issues. (I am pretty sure that is what happened with the black wagon and faces.) I will have to check on that.
So you can get realistic surfaces from 3Delight.
I've often wondered if substance designer could something like you've doing, it has a huge array of geometry filters.
Maybe some day in the future, 3DL will have a GPU assissted renderer, but it would most likely be OpenCL based and not specifically CUDA. But last time I spent any time on the 3DL forums, there were no plans for it...
Out of topic, but two very promising OpenCL renderers for me.
Indigo Renderer
http://www.indigorenderer.com - new beta 4.0.46 Beta Release
Radeon Prorender
http://support.radeonprorender.com/support/home -
Going to be Maxon Cinema4D default GPU rendering in the future. Should be coming to Blender as well.
Already put in a request to do an uber shader type of material (already available in the 3dsmax version) though probably going to be targeted for converting from Arnold's alStandard or alSurface. Fully support node based shader creation of course. Pretty nice and fast. Haven't played around with the various GI method though (again, only available in the 3dsmax version at this time).
Cycles OpenCL path is also going to get some much needed attention.
Since it uses OSL (Open Shading Language), it could very well be possible to import 3delight OSL code/shader into Cycles (and other OSL supporting renderers - Vray, Renderman 21 onwards, Arnold). Also, they generally will use Disney's BSDF, so even if you can't import the shader, materials setup should be similar (PBR conventions). Nice to know the Poser port added the ability to use main memory to store scenes, so that's similar to out of core approach used by some renderers.
Don't know if DAZ Studio is going to enable OSL support though.