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

Show us your Blender Renders

«1…20212223242526»

Comments

  • wolf359wolf359 Posts: 3,929
    February 2022

    You can create an anime style render with just the toon matcap veiwport shader

    No special shader nodes required but all materials must be image based ..no procedurals

     

  • brainmuffinbrainmuffin Posts: 1,267
    February 2022

    wolf359 said:

    You can create an anime style render with just the toon matcap veiwport shader

    No special shader nodes required but all materials must be image based ..no procedurals

     

    Very interesting. Nice result.
  • juvesatrianijuvesatriani Posts: 561
    March 2022

    Music Studio

    Another Experiment using EEVEE Multipass and photoshop

  • juvesatrianijuvesatriani Posts: 561
    June 2022 edited June 2022

    EasyScifi Test

    Quick test using Easy Scifi and Physical Sky Atmosphere addon in EEVEE . Second image after grading in Photoshop ( should be possible get similiar result using Blender Compositor , but my laptop not powerful enough to process 32 Bit image)

    Hope you like it guys 

    Scifi [email protected]@0.5x.jpg
    1080 x 540 - 118K
    Post edited by juvesatriani on June 2022
  • juvesatrianijuvesatriani Posts: 561
    June 2022 edited June 2022

    Scifi Cam 02

    Another view , like before Eevee +Physical Atmosphere and boost the contrast in Photoshop

    CAmView02.jpg
    1280 x 720 - 959K
    Post edited by juvesatriani on June 2022
  • wolf359wolf359 Posts: 3,929
    June 2022

    @juvesatriani

    Exactly the style and reason I use EEVEE nearly exclusively

     

    AWESOME!!

     

    Did you use any modeling add-ons to create the detail in those sci-fi cityscapes??

     

    I ask  because I just bought the random flow

    add-on and am very keen to start building some new environments after I deliver this

    current commissioned animation to my newest client this weekend.

     

    P.S. added you to my watch list over on DAlaughyes

  • juvesatrianijuvesatriani Posts: 561
    June 2022

    wolf359 said:

    @juvesatriani

    Exactly the style and reason I use EEVEE nearly exclusively

     

    AWESOME!!

     

    Did you use any modeling add-ons to create the detail in those sci-fi cityscapes??

     

    I ask  because I just bought the random flow

    add-on and am very keen to start building some new environments after I deliver this

    current commissioned animation to my newest client this weekend.

     

    P.S. added you to my watch list over on DAlaughyes

    Thanks for nice words and DA watch .

    Yeah I`ve also use Random Flow . That awesome and easy to use to create panels or greebles . Better than any other random tools I`ve ever bought . 

    I must admit that Physical Sky and Atmosphere is game changer  to get my EEVEE render close enough with Cycles

  • wolf359wolf359 Posts: 3,929
    June 2022 edited June 2022

    @juvesatriani
     I have an add-on called “physical starlight & atmosphere”

    is that the same one your are using?

    Capture.PNG
    1910 x 1006 - 2M
    Post edited by wolf359 on June 2022
  • juvesatrianijuvesatriani Posts: 561
    June 2022 edited June 2022

    Yes thats the name of addon . I like it because that remind me and behave just like( E-on)  Vue .  And although the addon  ( and VUE) created for outdoor purpose, with carefully positioning camera or using backdrop we can use it in scenes which mostly using indoor lighting setup .  Try set Azimuth and Elevation first , then slowly find the perfect spot for your  (indoor) scene

    You might also try to enable ACES and real world physical value in addon setting ( edit preferences ) . To compensate overcast and to make final render close with cycles ones , I`m always set my Color management to high contrast , slightly boost exposure and dip the gamma value around 0.8 or so . If you have emission in your scene , you can easily play with those setting until you find the most great glow and bloom effect  

    Post edited by juvesatriani on June 2022
  • wolf359wolf359 Posts: 3,929
    June 2022

    You might also try to enable ACES and real world physical value in addon setting ( edit preferences ) . To compensate overcast and to make final render close with cycles ones , I`m always set my Color management to high contrast , slightly boost exposure and dip the gamma value around 0.8 or so . If you have emission in your scene , you can easily play with those setting until you find the most great glow and bloom effect 


    Great advice I always had trouble keeping my bloom when using the add-on

    But indeed My nostalgia for the look of vue renders from my bygone Poser days
    is what made this Addon an instant buy when I first migrated from C4D to Blender after my agonizing six year production of “Galactus rising”

    Thanks for the info. laugh

  • Blando CalrissianBlando Calrissian Posts: 616
    July 2022 edited July 2022

    It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.

     

     

    Roof1.JPG
    2005 x 1258 - 207K
    Roof2.JPG
    1561 x 969 - 196K
    Post edited by Blando Calrissian on July 2022
  • benniewoodellbenniewoodell Posts: 1,999
    July 2022

    Blando Calrissian said:

    It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.

     

    Looking good! 

  • nicsttnicstt Posts: 11,715
    August 2022

    Blando Calrissian said:

    It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.

     

     

    I presume you used an Array modifier?

    I'd change it so you have a very tiny gap between the tiles.

    You could either use the relative offset and set the dimension to slightly above 1.0; my preferrered method is to use the Constant offset and set the offset to a value, for example 1 metre, with the size in edit mode some around 0.09 - 0.98

    By using the constant offset you then keep measurements accurate and build other objects to fit in the same scale; although both will do the job and is as much about preferred workflow.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,219
    August 2022

    nicstt said:

    Blando Calrissian said:

    It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.

     

     

    I presume you used an Array modifier?

    I'd change it so you have a very tiny gap between the tiles.

    You could either use the relative offset and set the dimension to slightly above 1.0; my preferrered method is to use the Constant offset and set the offset to a value, for example 1 metre, with the size in edit mode some around 0.09 - 0.98

    By using the constant offset you then keep measurements accurate and build other objects to fit in the same scale; although both will do the job and is as much about preferred workflow.

    And if you are feeling particularly brave, try it with Geometry Nodes. A big difference that I've already benefitted from, over the array modifier, is that you can use a Realize Instances node to make the output actual geometry, and then you can snap to it, and do everything with the generated geometry that you could with regular geometry. This isn't true with the modifier stack and is a great, really convenient improvement.

     

  • juvesatrianijuvesatriani Posts: 561
    August 2022 edited August 2022

    scifi building generator

    Some quick experiment using tool like scifi generator - geonode combined with map created in JS Placement

    RenderB2.png
    1080 x 1080 - 2M
    Post edited by juvesatriani on August 2022
  • wolf359wolf359 Posts: 3,929
    August 2022

    A brief homage to one of my favorite sci fi films

    Daz studio /Diffeo/Blender

  • nicsttnicstt Posts: 11,715
    August 2022

    TheMysteryIsThePoint said:

    nicstt said:

    Blando Calrissian said:

    It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.

     

     

    I presume you used an Array modifier?

    I'd change it so you have a very tiny gap between the tiles.

    You could either use the relative offset and set the dimension to slightly above 1.0; my preferrered method is to use the Constant offset and set the offset to a value, for example 1 metre, with the size in edit mode some around 0.09 - 0.98

    By using the constant offset you then keep measurements accurate and build other objects to fit in the same scale; although both will do the job and is as much about preferred workflow.

    And if you are feeling particularly brave, try it with Geometry Nodes. A big difference that I've already benefitted from, over the array modifier, is that you can use a Realize Instances node to make the output actual geometry, and then you can snap to it, and do everything with the generated geometry that you could with regular geometry. This isn't true with the modifier stack and is a great, really convenient improvement.

     

    Good point.

    I keep meaning to spend time with geometry nodes, but keep forgetting.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,219
    August 2022

    nicstt said:

    TheMysteryIsThePoint said:

    nicstt said:

    Blando Calrissian said:

    It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.

     

     

    I presume you used an Array modifier?

    I'd change it so you have a very tiny gap between the tiles.

    You could either use the relative offset and set the dimension to slightly above 1.0; my preferrered method is to use the Constant offset and set the offset to a value, for example 1 metre, with the size in edit mode some around 0.09 - 0.98

    By using the constant offset you then keep measurements accurate and build other objects to fit in the same scale; although both will do the job and is as much about preferred workflow.

    And if you are feeling particularly brave, try it with Geometry Nodes. A big difference that I've already benefitted from, over the array modifier, is that you can use a Realize Instances node to make the output actual geometry, and then you can snap to it, and do everything with the generated geometry that you could with regular geometry. This isn't true with the modifier stack and is a great, really convenient improvement.

     

    Good point.

    I keep meaning to spend time with geometry nodes, but keep forgetting.

    Don't we all :) I used it to make bubbles develop on some water as it evaporated, but that is the extent of it.

    I'd love to see more Houdini-like stuff in Blender in the future. I'm particularly interested in learning how to manipulate the spredasheet in Blender; the Houdini spreadheet is very powerful and works, as you might imagine, just like a spreadsheet.

     

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,219
    August 2022

    wolf359 said:

    A brief homage to one of my favorite sci fi films

    Daz studio /Diffeo/Blender

    Nice, Wolf. Was that a Build modifier at the beginning to rez up the light cycle?

  • wolf359wolf359 Posts: 3,929
    August 2022 edited August 2022

    @TheMysteryIsThePoint

    Yes that is the build modifier.
    I grabbed the light cycle free ,from sketchfab as it had decent quad mesh.

    The modifier got me pretty close to the effect I wanted, but still,  I will likely give into temptation and buy this addon from Blender market soon.blush

    Post edited by wolf359 on August 2022
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,219
    August 2022

    wolf359 said:

    @TheMysteryIsThePoint

    Yes that is the build modifier.
    I grabbed the light cycle free ,from sketchfab as it had decent quad mesh.

    The modifier got me pretty close to the effect I wanted, but still,  I will likely give into temptation and buy this addon from Blender market soon.blush

    Wow, I can understand why you'd give in :)

  • PadonePadone Posts: 4,001
    August 2022

    @wolf359 The TRON video is amazing, I like the attention to details you got in as lens flares and screen reflections. The slow motion effect is not always convincing in that it makes the action less "dynamic", but it's a style choice so not really something to fix.

  • lilweeplilweep Posts: 2,746
    September 2022 edited September 2022

    j cade 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"

     

     

     

    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

    How do you actually add a Hair Info node to shader?

    I can add a Curves Info node instead, but that doesnt seem to have the same effect.
    Blender doesnt seem to accept my attempt to add a Hair Info node.  I can search for it in nodes but when i click it, it doesnt get added to Shader workspace.

     

    Edit: oh god im stupid, Curves Info does work. I just had my shaders wrong way on shader mix node.

     

    HairInfoNode.JPG
    1617 x 1210 - 220K
    Post edited by lilweep on September 2022
  • lilweeplilweep Posts: 2,746
    September 2022

    Hair tests. Ignore ugly base mesh.

     

    334.jpg
    1299 x 1080 - 287K
  • lilweeplilweep Posts: 2,746
    September 2022

    So how do i make eye shader not look like that of a deformed lizard person?

    (i just used the out of the box diffeomorphic textures for pupils+iris+sclera and cornea+eyemoisture.  Product was Natural Eyes II)

     

    111.JPG
    952 x 764 - 106K
    222.JPG
    873 x 757 - 96K
    333.JPG
    1141 x 838 - 119K
    444.JPG
    811 x 732 - 94K
  • lilweeplilweep Posts: 2,746
    September 2022 edited September 2022

    nevermind, i think i fixed it.
    Now just have to fix the deformed morph.

    For posterity, i just stole/repurposed jcade's shader from this thread.

    Capture.JPG
    490 x 492 - 49K
    Post edited by lilweep on September 2022
  • nicsttnicstt Posts: 11,715
    September 2022

    I like your hair tests.

  • lilweeplilweep Posts: 2,746
    October 2022

    I also made some eyebrows and eyelashes using Particle Systems.

    Unfortunately eyelashes get kind of messed up when loading closed eyes shapekeys. I guess it's easily fixable but how often do i render something with closed eyes anyway.

     

    EyeOpen.png
    1920 x 1080 - 2M
    EyeClose.png
    1920 x 1080 - 2M
  • Krys KryngleKrys Kryngle Posts: 311
    October 2022

    Your hair looks really good.  Well done!

  • SDevSDev Posts: 158
    October 2022 edited October 2022

    Daz Horse 2 in Blender. I should reimport them soon. I'm building a unique Horse trailer in Blender 3.3 at the moment, this is just an excerpt of my work in progress. Have finalized the drop feeder window system today. Will add some fur to the horses in the future.

    The exterior is about 50% done, hitch, doors, door handles next. Then I will work on the interior, light system, etc. All done in Blender, except the horses and the wheels.

     

    Wee-Ha!.jpg
    4096 x 4096 - 1M
    PlausibilityCheck35.jpg
    4096 x 4096 - 597K
    TheFamousMrTed.jpg
    4096 x 4096 - 739K
    Post edited by SDev on October 2022
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