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Daz 3D Forums > 3rd Party Software > Blender Discussion

Show us your Blender Renders

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Comments

  • Krys KryngleKrys Kryngle Posts: 308
    October 2020

    @j_cade - Really well done.  I've made custom hair and it never turned out great.  I made multiple vertex groups separated at the part in the hair with particle systems for each.  I can appreciate the time you put into it.  Vellus and sweater hair are not overdone like I've seen from others (and probably done myself).  Awesome work for just another DS portrait.  :)

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,105
    October 2020
    j cade said:

    another one of those boring portraits you could just do in DS... ;) 

    Well akshually you couldn't. Or I couldn't, while everything else I could do in DS (even the hair though I swear I'm the only person who consistently uses DS' strand based hair editor), that sweater has too many strands coming off it. I have to use half as many in Iay and it looks much less delightfully fluffy.

     

    Any way this started in the skin shader thread here in the forums, I made one and went "I'm really liking this, I should giver her some hair and clothes and all that" so I spent way too long making some custom hair.. I decided I would model the skull cap for it because there's no kill like over kill (okay I wanted to set up a skullcap with specific sections that have their own groups which will be easily reusable going forwards but still... my thought process was esentially "lets add some hair o this character. Should I use some of the previous hairs I've made, Nah lets make a new one and just for fun lets start by modelling a skullcap too")

    theres strands everywhere if you cant tell, theres the hair, vellus hair and fuzz on the sweater

     

    I still need to work on my hair shader in cycles I actually currently like the look of Iray hair when I get it right better. Altough it is easier to get hair in blender right, being able to edit it and see multiple objects. Fully split it into multiple different sections It doesn't have the same issues with clumping into the skull

    @j cade You are killing it. I think your techniques approach perfection when I notice their effect rather than the technique itself... I just saw a fluffy sweater and wanted to touch it.

    Man, the Blender Particle System rocks.

  • brainmuffinbrainmuffin Posts: 1,231
    October 2020

    Shan HD for G8 transfered via Diffeo. I have no idea how I got the skin to look good and am trying to remember. Added two area lights in blender.

    Shan-02-A.png
    1920 x 1080 - 2M
  • TheKDTheKD Posts: 2,710
    October 2020

    I find skins that are newer, and use dual lobe system, come out looking the best. That's the same in iray though.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,105
    October 2020
    brainmuffin said:

    Shan HD for G8 transfered via Diffeo. I have no idea how I got the skin to look good and am trying to remember. Added two area lights in blender.

    @brainmuffin

    Congrats on the skin, and I think the hair looks particularly good as well. Did you do anything special for the part (it doesn't have that ugly separation that many hair models do) or is it just a particularly good model?

  • j cadej cade Posts: 2,310
    October 2020
    TheMysteryIsThePoint said:
    j cade said:

    another one of those boring portraits you could just do in DS... ;) 

     

    Well akshually you couldn't. Or I couldn't, while everything else I could do in DS (even the hair though I swear I'm the only person who consistently uses DS' strand based hair editor), that sweater has too many strands coming off it. I have to use half as many in Iay and it looks much less delightfully fluffy.

     

    Any way this started in the skin shader thread here in the forums, I made one and went "I'm really liking this, I should giver her some hair and clothes and all that" so I spent way too long making some custom hair.. I decided I would model the skull cap for it because there's no kill like over kill (okay I wanted to set up a skullcap with specific sections that have their own groups which will be easily reusable going forwards but still... my thought process was esentially "lets add some hair o this character. Should I use some of the previous hairs I've made, Nah lets make a new one and just for fun lets start by modelling a skullcap too")

    theres strands everywhere if you cant tell, theres the hair, vellus hair and fuzz on the sweater

     

    I still need to work on my hair shader in cycles I actually currently like the look of Iray hair when I get it right better. Altough it is easier to get hair in blender right, being able to edit it and see multiple objects. Fully split it into multiple different sections It doesn't have the same issues with clumping into the skull

    @j cade You are killing it. I think your techniques approach perfection when I notice their effect rather than the technique itself... I just saw a fluffy sweater and wanted to touch it.

    Man, the Blender Particle System rocks.

    Its weird, I didn't think this is how it would end up, but fabric is definitely the one area where what I can get in Cycles absolutely blows Iray out of the water. Skin and hair I can get similar results in both (though both are probably a bit easier in blender) But cloth just looks so much nicer. So much that I actually did some research into why and, in addition to the more memory efficient particles enabling more fuzz, Blender does actually straight up handle bump and normals better. There were a couple of commits related to the shadow terminator issue that fixed that and also smooth out how normals are handled Specifically this commit based on this paper. 

     

  • brainmuffinbrainmuffin Posts: 1,231
    October 2020
    TheMysteryIsThePoint said:
    brainmuffin said:

    Shan HD for G8 transfered via Diffeo. I have no idea how I got the skin to look good and am trying to remember. Added two area lights in blender.

    @brainmuffin

    Congrats on the skin, and I think the hair looks particularly good as well. Did you do anything special for the part (it doesn't have that ugly separation that many hair models do) or is it just a particularly good model?

    I've no idea. I did a second import of this scene in a new Blender file and it looked just as plastic as my initial. Perhaps I should do a screen cap of the shader setup.

  • MendomanMendoman Posts: 404
    October 2020

    @brainmuffin I'm not sure if it's still relevant with Diffeomorphic, but maybe you are importing Eevee shaders. Try changing render engine to cycles before you import from Daz, and then Diffeomorphic should create cycles shaders. I think Eevee is the default render engine

  • TheKDTheKD Posts: 2,710
    October 2020

    Yeah, I kept making that mistake over and over, had to change my startup file to start with cycles selected before the mistake stopped happenning altogether lol

  • brainmuffinbrainmuffin Posts: 1,231
    October 2020
    Mendoman said:

    @brainmuffin I'm not sure if it's still relevant with Diffeomorphic, but maybe you are importing Eevee shaders. Try changing render engine to cycles before you import from Daz, and then Diffeomorphic should create cycles shaders. I think Eevee is the default render engine

    I can experiment with that. I do sometimes forget to switch to Cycles before import.

  • brainmuffinbrainmuffin Posts: 1,231
    October 2020
    Mendoman said:

    @brainmuffin I'm not sure if it's still relevant with Diffeomorphic, but maybe you are importing Eevee shaders. Try changing render engine to cycles before you import from Daz, and then Diffeomorphic should create cycles shaders. I think Eevee is the default render engine

    You may be absolutely correct. Here is a different version of the scene, with the default Blender light moved to be in front of the subject. Imported via Diffeo with Eevee selected, rendered in Cycles.

     

    Shan-02-Full-01.png
    1920 x 1080 - 2M
  • brainmuffinbrainmuffin Posts: 1,231
    October 2020
    brainmuffin said:
    Mendoman said:

    @brainmuffin I'm not sure if it's still relevant with Diffeomorphic, but maybe you are importing Eevee shaders. Try changing render engine to cycles before you import from Daz, and then Diffeomorphic should create cycles shaders. I think Eevee is the default render engine

    You may be absolutely correct. Here is a different version of the scene, with the default Blender light moved to be in front of the subject. Imported via Diffeo with Eevee selected, rendered in Cycles.

     

    And now with the same area lights appended from the other scene.

     

    Shan-02-Full-02.png
    1920 x 1080 - 2M
  • Krys KryngleKrys Kryngle Posts: 308
    October 2020 edited October 2020

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    The bed, nightstands, and decorations were a blender package I purchased elsewhere.  Big difference between assets made specifically for Blender and assets made for DAZ that were auto/batch converted to Blender.  The Daz assets I used all had new materials applied/adjusted. 

    After seeing @j_cade's last render, I added some particles to the blue quilt to soften it up.  Made a big difference. 

    I spent lots of time moving vertices around in edit/sculpt mode to get the character to look more natural in bed.  I'll post another render with a close up of the character.

    Post work color correction done in Blender, one small touch up made in Gimp.

    I tried to demonstrate some of the advantages of Blender versus Daz.  I think Daz is great and I'm not saying one is better than the other.  It all depends on your personal goals and what you are trying to make. 

    JessieInBed 01_2.jpg
    4096 x 2160 - 5M
    Post edited by Krys Kryngle on October 2020
  • Leonides02Leonides02 Posts: 1,379
    October 2020

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

  • algovincianalgovincian Posts: 2,646
    October 2020
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

  • Leonides02Leonides02 Posts: 1,379
    October 2020
    algovincian said:
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

    Hi Greg,

    Yes, that's how I always output my renders. That's why I thought what Krampus said was odd.

  • algovincianalgovincian Posts: 2,646
    October 2020
    Leonides02 said:
    algovincian said:
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

    Hi Greg,

    Yes, that's how I always output my renders. That's why I thought what Krampus said was odd.

    Oh sorry - it's something that I see come up quite a bit and people may not know how to do in DS, or even realize it's an option.

    - Greg

  • Leonides02Leonides02 Posts: 1,379
    October 2020
    algovincian said:

     

    Oh sorry - it's something that I see come up quite a bit and people may not know how to do in DS, or even realize it's an option.

    - Greg

    Please don't be sorry for trying to help!!! That's why these forums are some of the best around.

  • brainmuffinbrainmuffin Posts: 1,231
    October 2020
    algovincian said:
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

    Did this move to somewhere else in version 2.9?

  • TheKDTheKD Posts: 2,710
    October 2020 edited October 2020
    brainmuffin said:

    Did this move to somewhere else in version 2.9?

    That is for DS. For blender go to the output properties(I think the icon is a little printer) than change file format to OpenEXR

    Post edited by TheKD on October 2020
  • brainmuffinbrainmuffin Posts: 1,231
    October 2020
    TheKD said:
    brainmuffin said:

    Did this move to somewhere else in version 2.9?

    That is for DS. For blender go to the output properties(I think the icon is a little printer) than change file format to OpenEXR

    Duh...Iray....that's what I get for drinking high grav IPAs while trying to do 3D stuff... :-)

  • j cadej cade Posts: 2,310
    October 2020 edited October 2020
    algovincian said:
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

     

    Both do the full dynamic range under the hood, blender's tonemapping for the transformation to what we see and eventually output as a non-32bit image is a bit better the whole "filmic" thing uhh does stuff that more closely emulates how cameras work, you can make things a bit better in Iray by turning burn highlights clamp shadows almost all the way off (which I do) or export out the exr and then tonemap that in Blender (or something else with better tonemapping than Iray) which I also do. 

     

    seriously though I wish DS had better defaults for burn highlights/crush blacks 

    its not the clearest example but compare 

    Straight out of Iray

    Tonemapped in blender (note how the bright and oddly super saturated yellow highlights on the forehead have gone away, I dont even think I adjusted the white value or anything either)

    The reference, which also doesn't have bright yellow saturated forehead highlights 

    obviously you can take the iray output and manually adjust it to look nicer, but I find blenders tonemapping makes a nicer base that I don't have to work as hard to make nice

    generally speaking Blender's tonemapping -easier to use stonger lights without blowing out bits of your image in a really ugly way

     

    it me 2.png
    813 x 787 - 1M
    it me 2.jpg
    813 x 787 - 125K
    OI000143-02.jpeg
    813 x 787 - 506K
    Post edited by j cade on October 2020
  • Leonides02Leonides02 Posts: 1,379
    October 2020
    j cade said:
    algovincian said:
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

     

    Both do the full dynamic range under the hood, blender's tonemapping for the transformation to what we see and eventually output as a non-32bit image is a bit better the whole "filmic" thing uhh does stuff that more closely emulates how cameras work, you can make things a bit better in Iray by turning burn highlights clamp shadows almost all the way off (which I do) or export out the exr and then tonemap that in Blender (or something else with better tonemapping than Iray) which I also do. 

     

    seriously though I wish DS had better defaults for burn highlights/crush blacks 

    its not the clearest example but compare 

    Straight out of Iray

    Tonemapped in blender (note how the bright and oddly super saturated yellow highlights on the forehead have gone away, I dont even think I adjusted the white value or anything either)

    The reference, which also doesn't have bright yellow saturated forehead highlights 

    obviously you can take the iray output and manually adjust it to look nicer, but I find blenders tonemapping makes a nicer base that I don't have to work as hard to make nice

    generally speaking Blender's tonemapping -easier to use stonger lights without blowing out bits of your image in a really ugly way

     

    Wait, is this a photograph or a render?

    Because if that is a render... holy crap. 

  • j cadej cade Posts: 2,310
    October 2020
    Leonides02 said:
    j cade said:
    algovincian said:
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

     

    Both do the full dynamic range under the hood, blender's tonemapping for the transformation to what we see and eventually output as a non-32bit image is a bit better the whole "filmic" thing uhh does stuff that more closely emulates how cameras work, you can make things a bit better in Iray by turning burn highlights clamp shadows almost all the way off (which I do) or export out the exr and then tonemap that in Blender (or something else with better tonemapping than Iray) which I also do. 

     

    seriously though I wish DS had better defaults for burn highlights/crush blacks 

    its not the clearest example but compare 

    Straight out of Iray

     

    Tonemapped in blender (note how the bright and oddly super saturated yellow highlights on the forehead have gone away, I dont even think I adjusted the white value or anything either)

     

    The reference, which also doesn't have bright yellow saturated forehead highlights 

     

    obviously you can take the iray output and manually adjust it to look nicer, but I find blenders tonemapping makes a nicer base that I don't have to work as hard to make nice

    generally speaking Blender's tonemapping -easier to use stonger lights without blowing out bits of your image in a really ugly way

     

    Wait, is this a photograph or a render?

    Because if that is a render... holy crap. 

    The last one is a photo 

    the first 2 are me trying to match it as excruciatingly closely as possible - look at that eye reflection: I manually set up an array of lights to match the shape of the window in the eye reflection I tried but could not figure out a way to replicte the makeup buildup in the pores on the nose I've also found the one area where i wish G8 had a hair more mesh density - corners of the eyes. Theres just a bit more going on in the real world version that I couldnt replicate with the base geometry (also I definitely could've spent more time on those eyebrows)

  • mal3Imagerymal3Imagery Posts: 713
    October 2020
    j cade said:
    algovincian said:
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

     

    Both do the full dynamic range under the hood, blender's tonemapping for the transformation to what we see and eventually output as a non-32bit image is a bit better the whole "filmic" thing uhh does stuff that more closely emulates how cameras work, you can make things a bit better in Iray by turning burn highlights clamp shadows almost all the way off (which I do) or export out the exr and then tonemap that in Blender (or something else with better tonemapping than Iray) which I also do. 

     

    seriously though I wish DS had better defaults for burn highlights/crush blacks 

    its not the clearest example but compare 

    Straight out of Iray

    Tonemapped in blender (note how the bright and oddly super saturated yellow highlights on the forehead have gone away, I dont even think I adjusted the white value or anything either)

    The reference, which also doesn't have bright yellow saturated forehead highlights 

    obviously you can take the iray output and manually adjust it to look nicer, but I find blenders tonemapping makes a nicer base that I don't have to work as hard to make nice

    generally speaking Blender's tonemapping -easier to use stonger lights without blowing out bits of your image in a really ugly way

     

    Wow, those are awesome results yes

  • Leonides02Leonides02 Posts: 1,379
    October 2020
    j cade said:

     

    The last one is a photo 

    the first 2 are me trying to match it as excruciatingly closely as possible - look at that eye reflection: I manually set up an array of lights to match the shape of the window in the eye reflection I tried but could not figure out a way to replicte the makeup buildup in the pores on the nose I've also found the one area where i wish G8 had a hair more mesh density - corners of the eyes. Theres just a bit more going on in the real world version that I couldnt replicate with the base geometry (also I definitely could've spent more time on those eyebrows)

    j cade that is an incredible result! I think that's the most photoreal DAZ / Iray render I've ever seen. What skin shader are you using, if I may ask?

    You should post that over in the Photorealism thread and blow people away.

     

     

  • algovincianalgovincian Posts: 2,646
    October 2020
    j cade said:
    algovincian said:
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

     

    Both do the full dynamic range under the hood, blender's tonemapping for the transformation to what we see and eventually output as a non-32bit image is a bit better the whole "filmic" thing uhh does stuff that more closely emulates how cameras work, you can make things a bit better in Iray by turning burn highlights clamp shadows almost all the way off (which I do) or export out the exr and then tonemap that in Blender (or something else with better tonemapping than Iray) which I also do. 

     

    seriously though I wish DS had better defaults for burn highlights/crush blacks 

    its not the clearest example but compare 

    Straight out of Iray

    Tonemapped in blender (note how the bright and oddly super saturated yellow highlights on the forehead have gone away, I dont even think I adjusted the white value or anything either)

    The reference, which also doesn't have bright yellow saturated forehead highlights 

    obviously you can take the iray output and manually adjust it to look nicer, but I find blenders tonemapping makes a nicer base that I don't have to work as hard to make nice

    generally speaking Blender's tonemapping -easier to use stonger lights without blowing out bits of your image in a really ugly way

     

    Those are some fantastic results, @j cade!

    Personally, I prefer to keep post in a proper image editor. And I certainly agree that the rudimentary tonemapping done inside DS can be improved upon (whether you're using LUTs or some other form of perceptual-based dynamic tonemapping, etc.).

    - Greg

  • lilweeplilweep Posts: 2,611
    October 2020 edited October 2020

    amazing renders, jcade.  the skin in blender looks perfect.

     

    not mine, but some parts of this seem quite photoreal, i assumed it was Cycles, but apparently it's Eevee.  skip to like 1:20 or so.

    Post edited by lilweep on October 2020
  • davidtriunedavidtriune Posts: 452
    October 2020 edited October 2020
    j cade said:
    Leonides02 said:
    j cade said:
    algovincian said:
    Leonides02 said:

     

    Krampus said:

    Taking advantage of Blender's Filmic and wide dynamic range, I was able to increase the outside light source while preserving color information without blowing out the highlights.  Very cool for interior renders.  Only 1 light used in this scene, no light tricks.

    This looks great, Krampus. Does Cycles have a wider dynamic range than Iray?

    Iray will render out in 32-bit canvases:

    Render Settings -> Advanced Tab -> Canvases Tab

    Check Canvases and then click the "+" sign to add a beauty canvas.

    HTH.

    - Greg

     

    Both do the full dynamic range under the hood, blender's tonemapping for the transformation to what we see and eventually output as a non-32bit image is a bit better the whole "filmic" thing uhh does stuff that more closely emulates how cameras work, you can make things a bit better in Iray by turning burn highlights clamp shadows almost all the way off (which I do) or export out the exr and then tonemap that in Blender (or something else with better tonemapping than Iray) which I also do. 

     

    seriously though I wish DS had better defaults for burn highlights/crush blacks 

    its not the clearest example but compare 

    Straight out of Iray

     

    Tonemapped in blender (note how the bright and oddly super saturated yellow highlights on the forehead have gone away, I dont even think I adjusted the white value or anything either)

     

    The reference, which also doesn't have bright yellow saturated forehead highlights 

     

    obviously you can take the iray output and manually adjust it to look nicer, but I find blenders tonemapping makes a nicer base that I don't have to work as hard to make nice

    generally speaking Blender's tonemapping -easier to use stonger lights without blowing out bits of your image in a really ugly way

     

    Wait, is this a photograph or a render?

    Because if that is a render... holy crap. 

    The last one is a photo 

    the first 2 are me trying to match it as excruciatingly closely as possible - look at that eye reflection: I manually set up an array of lights to match the shape of the window in the eye reflection I tried but could not figure out a way to replicte the makeup buildup in the pores on the nose I've also found the one area where i wish G8 had a hair more mesh density - corners of the eyes. Theres just a bit more going on in the real world version that I couldnt replicate with the base geometry (also I definitely could've spent more time on those eyebrows)

    literally fooled me in the first two pics. only thing that looked suspicious to me at all, was the eyelashes. 

    you achieved something incredible here.

    great job yesyes

    Post edited by davidtriune on October 2020
  • Singular3DSingular3D Posts: 569
    October 2020
    j cade said:

    another one of those boring portraits you could just do in DS... ;) 

    Well akshually you couldn't. Or I couldn't, while everything else I could do in DS (even the hair though I swear I'm the only person who consistently uses DS' strand based hair editor), that sweater has too many strands coming off it. I have to use half as many in Iay and it looks much less delightfully fluffy.

    Any way this started in the skin shader thread here in the forums, I made one and went "I'm really liking this, I should giver her some hair and clothes and all that" so I spent way too long making some custom hair.. I decided I would model the skull cap for it because there's no kill like over kill (okay I wanted to set up a skullcap with specific sections that have their own groups which will be easily reusable going forwards but still... my thought process was esentially "lets add some hair o this character. Should I use some of the previous hairs I've made, Nah lets make a new one and just for fun lets start by modelling a skullcap too")

    theres strands everywhere if you cant tell, theres the hair, vellus hair and fuzz on the sweater

    I still need to work on my hair shader in cycles I actually currently like the look of Iray hair when I get it right better. Altough it is easier to get hair in blender right, being able to edit it and see multiple objects. Fully split it into multiple different sections It doesn't have the same issues with clumping into the skull

    Oh, I really like that. What a natural looking portrait!

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