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

Show us your Blender Renders

«1…10111213141516…26»

Comments

  • Singular3DSingular3D Posts: 572
    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

     

    That's just amazing. Really have to dig in deeper to get such great results in Blender.

  • CinusCinus Posts: 118
    October 2020 edited October 2020

    Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

    Reese Haydina 4.jpg
    1440 x 1440 - 273K
    Post edited by Cinus on October 2020
  • Krys KryngleKrys Kryngle Posts: 308
    October 2020
    Cinus said:

    Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

     

    Hair and skin look good.  I think particles definitely have an advantage over transparancy maps.

  • CinusCinus Posts: 118
    October 2020 edited October 2020

     

    Krampus said:
    Cinus said:

    Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

    Hair and skin look good.  I think particles definitely have an advantage over transparancy maps.

    Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good.  At some point in time I will try to animate it :)

    Post edited by Cinus on October 2020
  • Leonides02Leonides02 Posts: 1,379
    October 2020 edited October 2020
    Cinus said:

    Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

     

    Wow! Cinus, your hair conversion looks amazing. Any chance you will share or sell to the rest of us?

    Post edited by Leonides02 on October 2020
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,124
    October 2020
    Cinus said:

     

    Krampus said:
    Cinus said:

    Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

    Hair and skin look good.  I think particles definitely have an advantage over transparancy maps.

    Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good.  At some point in time I will try to animate it :)

    It is utterly amazing. 19.4 million particles in total, vram usage was 3.5 gigs for everything.

    desert_battlefield_oasis-1080.png
    1920 x 1080 - 3M
  • Leonides02Leonides02 Posts: 1,379
    October 2020
    TheMysteryIsThePoint said:
    Cinus said:

     

    Krampus said:
    Cinus said:

    Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

    Hair and skin look good.  I think particles definitely have an advantage over transparancy maps.

    Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good.  At some point in time I will try to animate it :)

    It is utterly amazing. 19.4 million particles in total, vram usage was 3.5 gigs for everything.

    That is fantastic-looking grass!

  • Singular3DSingular3D Posts: 572
    October 2020 edited October 2020
    TheMysteryIsThePoint said:
    Cinus said:

     

    Krampus said:
    Cinus said:

    Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

    Hair and skin look good.  I think particles definitely have an advantage over transparancy maps.

    Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good.  At some point in time I will try to animate it :)

    It is utterly amazing. 19.4 million particles in total, vram usage was 3.5 gigs for everything.

    Great grass! The particle system looks very promising!

    Post edited by Singular3D on October 2020
  • CinusCinus Posts: 118
    October 2020
    Leonides02 said:
    Cinus said:

    Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

     

    Wow! Cinus, your hair conversion looks amazing. Any chance you will share or sell to the rest of us?

    @Leonides02 Thanks! The converter is very much experimental at this stage. It's also part of a larger plugin i'm working on that has lots of other experimental stuff that is not ready to be shared (and may never be :).

    If I find some time I will extract the hair converter from the plugin and share it as a stand alone plugin. 

  • CinusCinus Posts: 118
    October 2020
    TheMysteryIsThePoint said:
    Cinus said:

     

    Krampus said:
    Cinus said:

    Reese's skin and Haydina hair converted with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

    Hair and skin look good.  I think particles definitely have an advantage over transparancy maps.

    Thanks! Yes, the particle system in Blender is amazing. Just starting to scratch the surface. Took me a while to get the hair to look good.  At some point in time I will try to animate it :)

    It is utterly amazing. 19.4 million particles in total, vram usage was 3.5 gigs for everything.

    @TheMysteryIsThePoint  That is incredible! Very realistic looking grass!

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,124
    October 2020 edited October 2020

    Like everything I do in Blender that comes out well, I can't take any credit for it :) But I suppose that's what a good addon is supposed to do:

    True-Terrain 3.0 · True Terrain Pro

    Scatter - The Scattering Tool Of Blender

    Physical Starlight And Atmosphere

    Post edited by TheMysteryIsThePoint on October 2020
  • Leonides02Leonides02 Posts: 1,379
    October 2020
    Cinus said:

     

    @Leonides02 Thanks! The converter is very much experimental at this stage. It's also part of a larger plugin i'm working on that has lots of other experimental stuff that is not ready to be shared (and may never be :).

    If I find some time I will extract the hair converter from the plugin and share it as a stand alone plugin. 

    Experimental stuff? No I'm really intrigued, LOL. 

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

    Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

    Wow! that is an excellent conversion

    one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very  very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)

     

    Disirregardless, that still does just look amazing!

  • TheKDTheKD Posts: 2,711
    October 2020
    j cade said:
     

    one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very  very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)

     

    Disirregardless, that still does just look amazing!

    Can you show that setup?

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,124
    October 2020 edited October 2020
    j cade said:
    Cinus said:

    Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

    Wow! that is an excellent conversion

    one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very  very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)

     

    Disirregardless, that still does just look amazing!

    @j cade

    But Blender has several settings for the root/end diameter of the strands, as well as the cap and scaling, doesn't it? And permission to steal "Disirregardless" :)

    Edit: Oh, you meant along a strand, didn't you?

    @Cinus I agree, that conversion looks amazing. I'll be interested if/when you make it available through whatever conduit.

    Post edited by TheMysteryIsThePoint on October 2020
  • CinusCinus Posts: 118
    October 2020
    j cade said:
    Cinus said:

    Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

     

    Wow! that is an excellent conversion

    one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very  very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)

     

    Disirregardless, that still does just look amazing!

    Thanks j cade!.  I never thanked you for the tip regarding the eye shader. I am using that and the eyes look a lot better, so thanks for that too :)

    Not exactly sure what you mean with the hair info intercept + color ramp, but I will experiment with it and see if I can make it work. 

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

    Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.

     

    Wow! that is an excellent conversion

    one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very  very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)

     

    Disirregardless, that still does just look amazing!

    @j cade

    But Blender has several settings for the root/end diameter of the strands, as well as the cap and scaling, doesn't it? And permission to steal "Disirregardless" :)

    Edit: Oh, you meant along a strand, didn't you?

    @Cinus I agree, that conversion looks amazing. I'll be interested if/when you make it available through whatever conduit.

    Maybe per strand is a better description? AFAIK you can't have individual strands within a particle system with different thicknesses. Generally speaking, the strands along the edge of the scalp are thinner than the rest of the scalp (other than the 2 random super thick strands I get popping up a centemeter down from my hairline)

    And feel free to steal "disirregardless" - I stole it myself and find it delightful. It means both "regardless" and "yes I do actually know the correct term, but also I like chaos"

     

     

    TheKD said:
    j cade said:
     

    one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very  very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)

     

    Disirregardless, that still does just look amazing!

    Can you show that setup?

    Not the greatest hair styling ever and the lack of eyebrows is frankly disturbing, but a pretty illustrative example

    Without Root transparency

    With root transparency

    Node setup to add root transparency

    Roottrans_no.jpg
    787 x 442 - 62K
    Roottrans_yes.jpg
    787 x 442 - 59K
    aHKM0MJkOe.png
    1920 x 1080 - 214K
    Post edited by j cade on October 2020
  • TheKDTheKD Posts: 2,711
    October 2020 edited October 2020
    j cade said:
     

     

    With root transparency

     

    Node setup to add root transparency

    Thanks a lot! Can't wait till I can get a few minutes to try it out! Hopefully this weekend. I been itching to try particle hair. It does look a lot nicer to my eyes as well.

    Post edited by TheKD on October 2020
  • Krys KryngleKrys Kryngle Posts: 308
    October 2020 edited October 2020

    @j_cade - Thanks for sharing your node setup.  Definately putting that in my stash.  I almost understand it too!  I'll have to play around with it to see what the Map Range does...

    Another method is to adjust the root diameter.  Same effect, different method, all depends on one's preferences.

    Strand shape seems to be a ratio between Diameter Root and Tip.  Closer to 1, more tip diameter and less root diameter along the hair strand.  Closer to 0, more root diameter and less tip diameter along the strand.  You can't see it in this example but Diameter Scale is set to 0.001.  It might vary depending on the scale of your character and scene.  I think the diameter scale value is just a multiplier for the root adn tip values.

    First example shows a thicker root just as an example (how far along the strand the root diameter travels with strand shape set at 0.990)

    image

    image

    Second example changes the root diameter to a much smaller value than the tip diameter.  In this example the root diamteter is 0.001.

    image

    image

    'Hair Shape' is found under the particle properties tab on the right.

    Capture01.JPG
    1489 x 704 - 281K
    Capture02.JPG
    590 x 208 - 20K
    Capture03.JPG
    1487 x 707 - 275K
    Capture04.JPG
    588 x 209 - 20K
    Post edited by Krys Kryngle on October 2020
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,124
    October 2020
    Krampus said:

    @j_cade - Thanks for sharing your node setup.  Definately putting that in my stash.  I almost understand it too!  I'll have to play around with it to see what the Map Range does...

    Another method is to adjust the root diameter.  Same effect, different method, all depends on one's preferences.

    Strand shape seems to be a ratio between Diameter Root and Tip.  Closer to 1, more tip diameter and less root diameter along the hair strand.  Closer to 0, more root diameter and less tip diameter along the strand.  You can't see it in this example but Diameter Scale is set to 0.001.  It might vary depending on the scale of your character and scene.  I think the diameter scale value is just a multiplier for the root adn tip values.

    First example shows a thicker root just as an example (how far along the strand the root diameter travels with strand shape set at 0.990)

    image

    image

    Second example changes the root diameter to a much smaller value than the tip diameter.  In this example the root diamteter is 0.001.

    image

    image

    'Hair Shape' is found under the particle properties tab on the right.

    Thanks @Krampus I had the notion of the root/tip swapped and was making the root smallerf than the tip. My scalps looks 100% better.

  • ScarecrowScarecrow Posts: 180
    November 2020

    Cycles render with Angel Armor for Genesis 3 females and feathered wings for all. Diffeomorphic importer.

    Amgel Armor.png
    1920 x 1080 - 3M
  • ScarecrowScarecrow Posts: 180
    November 2020

    So this is a cycles render with dz fire's Forsaken Keep https://www.daz3d.com/forsaken-keep-and-construction-set

    The trees and grass are from various Daz sets painted in with Blender's Scatter addon.

    Village.png
    1920 x 1080 - 4M
  • Leonides02Leonides02 Posts: 1,379
    November 2020
    Scarecrow said:

    So this is a cycles render with dz fire's Forsaken Keep https://www.daz3d.com/forsaken-keep-and-construction-set

    The trees and grass are from various Daz sets painted in with Blender's Scatter addon.

    This looks great!

  • ScarecrowScarecrow Posts: 180
    November 2020 edited November 2020

    Thanks!

    Post edited by Scarecrow on November 2020
  • Krys KryngleKrys Kryngle Posts: 308
    November 2020
    Scarecrow said:

    So this is a cycles render with dz fire's Forsaken Keep https://www.daz3d.com/forsaken-keep-and-construction-set

    The trees and grass are from various Daz sets painted in with Blender's Scatter addon.

    That does look good.  Possibly the start of a great scene...

  • ScarecrowScarecrow Posts: 180
    November 2020
    Krampus said:
    Scarecrow said:
    That does look good.  Possibly the start of a great scene...

    Well let's hope so, Thanks!

  • GordigGordig Posts: 10,434
    November 2020

    My Cabbages!

    Rendered in Cycles.

  • jeff_someonejeff_someone Posts: 254
    November 2020

    Here's a render... 

    https://i.ibb.co/Pxtvf7d/203.jpg

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,124
    November 2020

    You guys are really blowing me away.

  • ScarecrowScarecrow Posts: 180
    November 2020

    Guitar Gods...

    Guitar God Annubis.png
    1920 x 1080 - 3M
    Guitar God Ra.png
    1920 x 1080 - 3M
    Guitar God Khnum.png
    1920 x 1080 - 3M
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