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Thanks so much Dreamfarmer and Cath for your replies, I give it a whirl in the next few days, really looking forward to trying it out
OK, thanks. I thought as much. :-(
Nice to have an "All MEC4D, all the time" thread hehe

Sharing some HDRI beta test period images & a newer study featuring the "Under The Bridge" HDRI. Each image links to the original gallery post where you can see the full sized version, give a thumbs up and even a comment if the spirit moves you :-)
Loving the quality of the light sets Cath!
"With Abandon"
"Tagged"
"Under The Bridge"
Great stuff Alex, thanks for sharing ! and to take your time for testing stuff out in your busy schedules!
More test renders of upcoming HDRI Beach Megapack model used G2M base with edited base skin shader
Hi MEC4D,
Thanks a lot for the free HDRI.
Here's my first attempt to render something with it. I had hired G3F for this job, but the shooting session was suddenly perturbated by a very unexpected arrival !
Damn, Cath, those are SO realsitic!
Yup looks great. I don't have a clue how you even got the moving water sharp across multiple exposures and angles :D
I didn't even think of that! Cath's skin shader changes look terrific too.
Well, at last, I see 5 exposures over the water overlapped, the software removes the ghosting as well , the angles ? I need 2 shots front and back to have 360 degrees but I do 4 of them at 180 so I can eliminate half of the angle and keep just the water side clean as they would never match the little waves never stop , strategy of position is important when shooting moving water so you don't end with a stitch in the middle of it . On a cloudy day, I would have more issue with the sharpness as the shooter speed would be much longer in general , see render with overlapped water exposures , the other 4 was already very dark or very light and are never visible since it is not fused or tone mapped True HDRI for lighting
Cool. I thought shooting multiple exposures with moving water would be more of an issue. Software is PTGui?
Yes PTGui , I tried many software but with HDRI ad iray I am getting best results doing it with PTGui , the water would be not sharp if I shot it in long exposure time as we would get motion blur here and nothing could fix that so called candy cotton effect what is pretty just not for that kind of job . I am getting the candy cotton effect with the very bright exposures but PTgui see it as ghosting and clean it up , the long exposures are not as much important for HDRIs in Iray the short exposures do the magic as they separate the light source from the ambient light so iray know that white waves are not a light sources, that why when you load jpg into environment everything glowing in your scene and shaders do not respond correctly or the light is not intense enough to penetrate the SSS skin as it should .
I love the render, very well made! and funny, you don't know but in the next building behind they have a Mammut in a hall since it is a new museum in the Staten Island Harbor center.
The scales work as well and overall cute scene! thanks for sharing!
Thank you Phil , it worked quite good , I had to tweak the reflection on the skin mostly as the skin as DAZ figures skin shaders tend to absorb too much light in general making the figures skin looking dark and tan in sun light and less reflection the ambient light from environment , that what you get when people set up shaders with spot light or diffused sun from the iray sky dome and not using simple guides of white and gray balance , but I would recommend to using the less SSS level of the skin for outdoor scenes, especially in direct sun light to get the right balance between absorption and reflection as it should
Thanks. I'll certainly not miss this museum when I'll be in NY (I hope soon).
In fact, I made this scene intending to demonstrate the perspective deformations related to focal length (here it's a 20mm lens). I'm working on a tutorial about the usage of focal length and the various lens distortions available in DAZ Studio + iray. For instance, here you can see the same scene with a "ptlens" distortion applied. This tutorial will be available at DeviantArt asap (probably next saturday).
That's great people need to learn more about and correct use them for that reason I included my standard lenses presets reflecting my real lenses I use daily , I hope you cover the correct DOF usage with that on top , post link when you are done .
Cleaning and preparing HDRI Antique China
you can see some of Matte Functions used in some of the renders, like hiding behind doors etc.. in the second render you can see she hide behind the doors and doors cast also shadows on her partially
The Chinese set looks absolutely wonderful! And I love your clever use of Matte objects too.
Just returned from another location , this time a medieval Norman castle in Verona at early morning, of course, a replica from 1905 , it is on a heel so high my ears started to pop up like in a plain lol I could see Manhattan below from there. Sadly inside was closed so did couple HDRI from around on the fileds . The other side is even more beautiful, here some calibrations first test. I wanted the soft box look before the morning sun hit the ground
here some shots from this morning location
Thank you Phil , my reply did not posted itself the other day some how :) so here once again , The China and Beach Super Megapack is in QA testing already and I guess will be ready for August release ..
I take 3D Denis for a new HDRI Castle tour [ behind the tree LOL]
Oh, I like the blues in that suit. I'll have to save to image for next time I go shopping for a suit.
Is that your love hon? Handsome man!
He looks familar - I have rendered him!
Just coming into this thread, so sorry if it's already been asked, but when can we expect PBS Shaders 4?
I can never tell very much with Cath's renders... her's are some of the closest uber realistic I've seen....
"I can't believe it's not a real human"
"It's Not Nice To Fool Mother Nature!"
He's a free scanned character from renderpeople.com. It's funny how scanned people seem to look very realistic, even with relatively simple materials, while with all the sophisticated tools that Daz has at its (and its users') disposal, it seems more difficult to get to the same level of realism. I'm not really sure why!
Looking again it's almost all down to the natural expression and pose of the man and that his skin is not that flat monotone one often gets with DAZ renders and yet it is not the plastic or oily look either one gets alot with DAZ renders too.
Yes, that's true. I also think that the hair being scanned as part of the head rather than being an addition may have something to do with it, and the natural fit/lay of the clothes. Hell, today's figures are so much more realsitic than when I started in 3D it is unvbelievable, but it just shows that there is still a little way to go.