MEC4D

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  • michaeltoomichaeltoo Posts: 221
    MEC4D said:

    You welcome Cathy and thanks Dreamfarmer for the reply to Cathy , you can do more, for example you have a scene where there is shadow and also light , usually HDRI scenes have sun light and you can't place the model in the shadow as you will get double shadow that works bad, here you can use the Matte Function to block the sun light and get rid of the shadow , look the 2 renders below, one without matte funtion and one with  and how to fix the double shadows .

    You find it under DAZ 3D\Studio\My Library\Scripts\Utilities\Create Advanced Iray Node Properties.duf  apply it to a primitive you want to use as Matte Function then go Under Parameters/Display and turn the Matte Function ON it is under the same section where you turn visible in render or not option , and you ready , also you need to change the matterial of the matte function object , set the specular off and change the color to dark gray using the base iray shader on that not original 3DLite that primitives load in . 

     

    Thanks Cath for the beautiful free hdri! The new beach one look amazing, I can't wait for there release.

    The Matte Function looks fascinating, will have to do some experiments using your lovely free hdri ( : Where would I find the Matte function in Daz Studio?

     

    Ooh ooh I know thanks to her videos. You add it using the Add Advanced Iray Nodes script that is included with DS. Then you activate it under Display/Rendering/Iray. 

    ...I still haven't quite managed to make my primitives not a slightly different shade than the original backdrop but otherwise it is amazing. 

     

    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 outcool

  • nonesuch00nonesuch00 Posts: 18,714
    MEC4D said:

    No it is always crowded no matter  the hour, in cold winter less, it is possible for me to do regular 360 panoramas with a technique where you shot a lot of photos and photoshop can eliminate the people from but not with HDRI since you get a lot of ghosting, the light is always on 

    MEC4D said:

    Awwww thank my friend for the support ! you never miss any of my releases ! myself I still love G2-G3 generation and use often  

    L'Adair said:
    MEC4D said:

    I used Unshaven 2 on G3M that why I did not made it for so long as it worked .. and since I am too late this year I did not expected new generation coming so soon and my U3 was almost ready so I keep it on my website , using Transfer Utility  and before doing it you need to make sure the base fit exactly the base of G8M , we will see how it works and if there is solution I will post it , And since you getting 50% off of future U4 , you can choice what is best for you ;) 

    L'Adair said:
    MEC4D said:
    Unshaven 3 for G3M will be not sold here anymore as it is too late, Unshaven 4 for future males, yes and since V8 is already in the store her companion may arrive also soon and much more new stuff to play with

    We all know G3F and G8F are so similar one can follow Sickleyield's tutorial and make G3F clothing, hair and even shoes fit G8F without using auto-fit. If G3M and G8M are that similar, perhaps it would be possible to make Unshaven 4 work with both generations. Seems like supporting both generations would increase your target market significantly, with people who only shop here. (I already bought U3, so I'm not thinking of myself...) Of course, I have no idea if that's feasible. It's just a thought.

    Hugs.

    Awww... thank you, Cath. I'm not planning on buying much for the G8 line. Not any time soon, anyway. But I have been having a lot of fun fitting G3F stuff to G8F, and I suspect it will be the same for G3M/G8M. However, there are a few products I'm going to want, to make the G8 base figures more usable, and U4 will be one of them.

     

    Is it possible to do Times Square? I've only ever been when it's too crowded to consider. Do they cut off the lights after a certain hour there? Or is that such a deep canyon it's best modeled?

     

    OK, thanks. I thought as much. :-(

  • AlexLOAlexLO Posts: 193

    Nice to have an "All MEC4D, all the time" thread hehe wink
    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"
    With Abandon - MEC4D Abandoned Industrial HDRI Beta Test

    "Tagged"

    Tagged - MEC4D Abandoned Industrial HDRI Beta Test

    "Under The Bridge"

    Under The Bridge - Featuring MEC4D HDRI "Under The Bridge"

  • MEC4DMEC4D Posts: 5,249

    Great stuff Alex, thanks for sharing ! and to take your time for testing stuff out in your busy schedules!  

    AlexLO said:

    Nice to have an "All MEC4D, all the time" thread hehe wink
    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"
    With Abandon - MEC4D Abandoned Industrial HDRI Beta Test

    "Tagged"

    Tagged - MEC4D Abandoned Industrial HDRI Beta Test

    "Under The Bridge"

    Under The Bridge - Featuring MEC4D HDRI "Under The Bridge"

     

  • MEC4DMEC4D Posts: 5,249

    More test renders of upcoming HDRI Beach Megapack   model used G2M base with edited base skin shader

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  • chachahchachah Posts: 27
    edited July 2017

    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 !

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    Post edited by chachah on
  • PhilWPhilW Posts: 5,160

    Damn, Cath, those are SO realsitic!

  • bluejauntebluejaunte Posts: 1,990

    Yup looks great. I don't have a clue how you even got the moving water sharp across multiple exposures and angles :D

  • PhilWPhilW Posts: 5,160

    I didn't even think of that!  Cath's skin shader changes look terrific too.

  • MEC4DMEC4D Posts: 5,249

    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 

    Yup looks great. I don't have a clue how you even got the moving water sharp across multiple exposures and angles :D

     

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  • bluejauntebluejaunte Posts: 1,990

    Cool. I thought shooting multiple exposures with moving water would be more of an issue. Software is PTGui?

  • MEC4DMEC4D Posts: 5,249

    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 .

    Cool. I thought shooting multiple exposures with moving water would be more of an issue. Software is PTGui?

     

  • MEC4DMEC4D Posts: 5,249

    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!

    chachah said:

    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 !

     

  • MEC4DMEC4D Posts: 5,249

    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 

    PhilW said:

    Damn, Cath, those are SO realsitic!

     

  • chachahchachah Posts: 27
    MEC4D said:

    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!

    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).

     

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  • MEC4DMEC4D Posts: 5,249

    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 .

    chachah said:
    MEC4D said:

    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!

    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).

     

     

  • MEC4DMEC4D Posts: 5,249

    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 

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  • PhilWPhilW Posts: 5,160

    The Chinese set looks absolutely wonderful! And I love your clever use of Matte objects too.

  • MEC4DMEC4D Posts: 5,249

    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 

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  • MEC4DMEC4D Posts: 5,249

    here some shots from this morning location 

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  • MEC4DMEC4D Posts: 5,249

    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 ..

    PhilW said:

    The Chinese set looks absolutely wonderful! And I love your clever use of Matte objects too.

     

  • MEC4DMEC4D Posts: 5,249

    I take 3D Denis for a new HDRI Castle tour [ behind the tree LOL] 

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  • nonesuch00nonesuch00 Posts: 18,714

    Oh, I like the blues in that suit. I'll have to save to image for next time I go shopping for a suit.

  • RAMWolffRAMWolff Posts: 10,343

    Is that your love hon?  Handsome man! 

  • PhilWPhilW Posts: 5,160

    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?

  • RAMWolffRAMWolff Posts: 10,343

    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!"

    cheeky

  • PhilWPhilW Posts: 5,160

    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!

  • nonesuch00nonesuch00 Posts: 18,714
    PhilW said:

    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. 

  • PhilWPhilW Posts: 5,160

    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.

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