Some feedback and a question about dForce
Mescalino
Posts: 436
in The Commons
I would like some feedback on this render. Also how can i use dForce to make the part by her breast mroe realistic. (Less breast hugging)
Lena in dress.png
1280 x 720 - 2M

Comments
Second question first: Take a look at Yoda Says Use dForce To Fight Static Cling to help with the shrink-wrapped top. Once you have something you like, create a morph so you don't lose it: Here are some detailed, easy to follow instructions for Turning Your Perfect Simulation Into A Morph.
Now, feedback:
I think you have a really good start on telling a story with the image. I look forward to seeing what you end up with.
I will work on this scene more, trying to learn more about lighting and domes. I also changed the pose to something better. I think you will like this more as it tells a story. Something i indeed missed a bit in this scene.
I'm neither so artistically inclined or experienced as @L'Adair but here's my 2 cent:
Apart from that, it's a nice picture.
The lights on the string are more glaringly obvious than the candles, but they all "suffer" from the same thing. Too much Luminance. That's the trouble with trying to light a scene with the prop lights in the scene. By the time you get enough luminance from the prop to cast light, the prop becomes a pure white, (or whatever color you put in the Emissive Color setting.) And one thing that doesn't get mentioned often enough is the calculations Iray must do for each and every polygon that emits light, so this scene is going to take a lot longer for all the candles and hanging lights. That's a trade off I'm willing to make for the right look. But I'll set the Luminance to just enough for the prop to appear to be giving off the light and use Ghost Lights to actually light the scene.
For example, in the image below, there is a ghost light just below the ceiling creating "ambient light" and another, stronger ghost light just below the lampshade. The lampshade itself is emitting just enough light to appear to have a lighted bulb in the lamp. There are other ghost lights in the scene adding light from the side, so the characters' faces on the camera side aren't in shadow.
And in this image, the fire image is also in the Emissive Color setting with the color left white, the Emissive Temperature set to 0. All the color is from the image. The Ghost Light has the temperature set in the 2900-3500 range for the warm glow. Out of frame is ghost light along the wall on our left adding the ambient light for the room. There are no windows on that side, but it's easy to believe there are.
In the first image, Ghost Lights provide all the lighting in the scene. In the second image, an HDRI is providing the light coming in through the window. The rest of the lighting is from Ghost Lights.
Lighting was by far the hardest part for me. I did a lot of landscape and floral photography before coming to 3D, and I was used to using the available light, sometimes augmented by flash. I think spending the time to master lighting in Daz Studio is a good investment. No matter what new gizmos and whizbangs Daz adds to the software, we'll always need good lighting skills!
If white is next to move, that game is 3 moves from checkmate! :-)
Here is the latest render. Its a bit more grainy then i'dd like but other then that its a big improvement i think.
EDIT: Looking at the skin i may have to use a different skin type as it indeed looks "flat".
Lighting, even when working with 3Delight, is the most important aspect of learning how to use DAZ Studio. That was my biggest issue back when I started in 2009.
Yes im beginning to see the complexity in light for renders. I have always used standard light but for more dynamic or ambiance, lighting does give it that extra touch.