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

Show us your Blender Renders

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Comments

  • KitsumoKitsumo Posts: 1,166
    July 2020

    davidtriune, wow, that's amazing. I'm going to bookmark that shader tree for later use. All my figures come out looking like ghosts or zombies for some reason.

  • brainmuffinbrainmuffin Posts: 1,054
    July 2020

    Since I've no clue what to do once the figure is in Blender, I shall watch this thread with envious delight.

  • benniewoodellbenniewoodell Posts: 1,699
    July 2020
    brainmuffin said:

    Since I've no clue what to do once the figure is in Blender, I shall watch this thread with envious delight.

    @brainmuffin There's awesome tutorials on youtube from Blender Guru, CG Cookie, Royal Skies LLC and Aria Faith Jones. I use those four channels the most, a wealth of information. Royal Skies is awesome cause his are all like 3 minutes or less. I learned how to rig an entire character in no time following his tutorials. 

  • KitsumoKitsumo Posts: 1,166
    July 2020

    brainmuffin, if you want a basic intro to Blender, I'd recommend Blender Guru's donut tutorial on Youtube. He covers the basic controls and shortcuts, plus modeling, uv mapping, textures, basic shaders, and some animation. Just a side note, he does a lot of plugging for his website that sells 3d assets, but none of that is required for the tutorial.

  • davidtriunedavidtriune Posts: 452
    July 2020 edited July 2020
    Kitsumo said:

    davidtriune, wow, that's amazing. I'm going to bookmark that shader tree for later use. All my figures come out looking like ghosts or zombies for some reason.

    no problem, just make sure when you import the character, export using 100% scale with DAZ studio metrics. If using Diffeomorphic, import with scale=1 in the plugin.  The SSS is compatible with this size only, or it will probably end up looking like a ghost.

    Capture.JPG
    446 x 128 - 16K
    Post edited by davidtriune on July 2020
  • KitsumoKitsumo Posts: 1,166
    July 2020 edited July 2020

    I decided to play around with the smoke sim and motion blur. Here's Floyd 8 and Old Chap reliving their glory days. I also used Garage Hideout and Urban Sprawl 2 and the '67 AM GT Sports Car.

    I imported everything with diffeomorphic. Both figures ended up way too bright, so I ended up turning off subsurface shading. Other than that I used Blender's edit mode to smooth out the car's geometry a little.

    daz studio render

    mustang2-noise-1080.jpg
    1920 x 1080 - 504K
    Post edited by Kitsumo on July 2020
  • PadonePadone Posts: 3,021
    July 2020 edited July 2020

    @davidtriune Importing in cm is wrong because you will not have the right camera lens perspective, lights falloff, and physics simulation. So forget about it. As for your setup you may adjust the sss radius around (0.04, 0.002, 0.001) to fit a real size figure. As a little side note with subsurface 1 the base color is not used so you can just drop it. Then I do like your render a lot the skin looks very realistic especially the lips.

    Also when fiddling with skin shaders I'd advice to always check how the skin reacts to strong backlights and dimmed environments. Just to be sure it works in any light condition.

     

    @Kitsumo For a better skin with diffeo you can import with the volumetric skin in cycles. It mimics iray well enough. As for eevee and the sss skin option they can't match iray because of limitations so an approximation is used that may or may not work fine depending on the skin.

    https://diffeomorphic.blogspot.com/p/import-into-blender-15.html

    Post edited by Padone on July 2020
  • davidtriunedavidtriune Posts: 452
    July 2020 edited July 2020

    oops forgot to include the normal map in my render... good thing girls look good with less wrinkles lol

     

    Padone said:

    @davidtriune Importing in cm is wrong because you will not have the right camera lens perspective, lights falloff, and physics simulation. So forget about it. As for your setup you may adjust the sss radius around (0.04, 0.002, 0.001) to fit a real size figure. As a little side note with subsurface 1 the base color is not used so you can just drop it. 


    noted, thank you.

    Also when fiddling with skin shaders I'd advice to always check how the skin reacts to strong backlights and dimmed environments. Just to be sure it works in any light condition.

    yea i hate it when that happens, looks good until you change the HDRI.

    kayo's textures have some slight baked-in shadows that are apparent in other environments but otherwise she looks above average.  Other characters need a lot more adjustments to the texture (gamma etc) 

    Post edited by davidtriune on July 2020
  • nicsttnicstt Posts: 11,714
    July 2020

    1 subsurface could cause issues, especially with backlight; tend to find .1 is enough

  • Singular3DSingular3D Posts: 369
    July 2020
    mal3Imagery said:

    Yay a Blender thread :P  Here's one for the Blender thread :)

    Edit: For anyone curious what viewport looks like :)

    My salt and pepper gent.

    Definitely an amazing result.

  • PadonePadone Posts: 3,021
    July 2020 edited July 2020

    @nicstt There's a common misconception about what subsurface in the principled shader does. Perhaps also because of the blender docs that may be not so clear. The main function of the subsurface parameter in the principled shader is to mix diffuse with subsurface, with subsurface = 1 you have no diffuse color. So it's not wrong to set subsurface = 0.9 or even 1. But you then have to set the radius accordingly, the default (1, 0.2, 0.1) is intended for low subsurface values.

    https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html

    In diffeomorphic when converting skins from daz to blender the principled subsurface is equivalent to the iray translucency, the same as the mix for the bdsf subsurface. Then the radius is adjusted to fit the sss effect.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/17/sss-radius-default-setting

    https://bitbucket.org/Diffeomorphic/import_daz/issues/129/better-sss-experimental

    Post edited by Padone on July 2020
  • Singular3DSingular3D Posts: 369
    July 2020
    davidtriune said:

    testing kayo, hair, and some post processing in blender

    Excellent skin and character!

  • nicsttnicstt Posts: 11,714
    July 2020
    Padone said:

    @nicstt There's a common misconception about what subsurface in the principled shader does. Perhaps also because of the blender docs that may be not so clear. The main function of the subsurface parameter in the principled shader is to mix diffuse with subsurface, with subsurface = 1 you have no diffuse color. So it's not wrong to set subsurface = 0.9 or even 1. But you then have to set the radius accordingly, the default (1, 0.2, 0.1) is intended for low subsurface values.

    https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html

    In diffeomorphic when converting skins from daz to blender the principled subsurface is equivalent to the iray translucency, the same as the mix for the bdsf subsurface. Then the radius is adjusted to fit the sss effect.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/17/sss-radius-default-setting

    https://bitbucket.org/Diffeomorphic/import_daz/issues/129/better-sss-experimental

    Yep, I started off with 0.5 on my own materials and am finding 0.1 is about right; often there is too much glow from lights when they're behind characters if i go closer to 1. I'm going to see what happens trying that node tree though - always fun to experiment.

  • Krys KryngleKrys Kryngle Posts: 278
    July 2020

    Daz character and assets, rendered in Blender cycles.  Particle hair on the chimp. 

    CircusIsCancelled.jpg
    3840 x 2160 - 4M
  • marblemarble Posts: 7,203
    July 2020 edited July 2020
    Krampus said:

    Daz character and assets, rendered in Blender cycles.  Particle hair on the chimp. 

    Oh ... that's his pinky! At first glance I thought it was something else wink

    Impressive render though.

    Post edited by marble on July 2020
  • Krys KryngleKrys Kryngle Posts: 278
    July 2020

    Thanks.  I think there's another site for those 'pinky' renders...

  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 692
    July 2020
    Padone said:

    @andya There's definitely something odd in your blender settings then. I see a strange "black" skin in your render. I mean Victoria 8 is what we used for testing the volumetric skin together with other characters and they all look good with the default settings. You just have to let the plugin update for minimal requirements. It may be that we overlooked something though.

    What blender version are you using ? The plugin is tested with the 2.83 stable release. Also can you please make a render with cycles and full global illumination settings ? This will check if the issue is in the render settings.

    Another useful test would be if someone else can check Victoria 8 with diffeo. She works fine for me and the others at diffeomorphic.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/24/i-believe-i-nailed-v8-aka-true-iray-skins

    @Padone, thanks for the suggestions. 

    I don't want to hijack this thread to discussing how to improve the results I get using a fresh download of Blender (2.83.3, portable zip) and leaving the settings as provided (N.B. 'full global illumination' is not selected).  I am certain there are many ways to improve them, for both plugins, and enabling the full global illumination light path preset is very likely one such way).  Instead, my intention was to share the results obtained in Blender with the bare minimum of user input.  I think one advantage of Iray in Daz Studio is that you can often get a pretty good render with the standard settings.  Now that Daz has released the 'official' Blender bridge, some people may think of trying Blender for the first time.  As Blender newcomers, they may well not make any changes to the default settings initially, whereas you or I would.  So I was interested to see what results they might get in that case. 

    If there are particular settings required to get the best results from either plugin, I believe they should be clearly documented as necessary, or enforced by the plugin itself.  (The Daz Importer does not enforce the selection of full global illumination for me, and I don't see it mentioned in the docs but perhaps I missed it.)

    To stay somewhat on topic, here is a Blender render  - the result of 5 minutes updating the materials on Victoria 8 from the Daz Importer, face/lips/ears only (full global illumination not selected, rendered in 21 seconds to 100 samples).

    DazImporter-Vic8-updated-mats.png
    960 x 540 - 720K
  • brainmuffinbrainmuffin Posts: 1,054
    July 2020

    I'm liking the renders, but I have to ask how. After import, I cannot add lights nor cameras. The one camera that is there is pointed at the ground between the feet of the character imported.

  • nicsttnicstt Posts: 11,714
    July 2020 edited July 2020

    Shift A to add a camera.

    make sure a camera is selected, then position the viewport how you want the camera view to be.

    Ctrl Alt numpad 0 will set the view to the Camera selected

    You may have to zoom out a little to get the correct view.

    N to bring up the right hand side panel if it isn't showing; click the View Tab - it should be close to the Daz Tab you use.

    There is a checkbox there that locks the Camera to you view area so it will change as you move.

    Post edited by nicstt on July 2020
  • brainmuffinbrainmuffin Posts: 1,054
    July 2020 edited July 2020
    nicstt said:

    Shift A to add a camera.

    make sure a camera is selected, then position the viewport how you want the camera view to be.

    Ctrl Alt numpad 0 will set the view to the Camera selected

    You may have to zoom out a little to get the correct view.

    N to bring up the right hand side panel if it isn't showing; click the View Tab - it should be close to the Daz Tab you use.

    There is a checkbox there that locks the Camera to you view area so it will change as you move.

    "Add a camera" is grayed out.

    Don't have a numpad.

    I can zoom and title the main viewport, but no panning.

    Add a lift is also grayed out.

    Sorry I didn't make that clear in my previous post. These options are only grayed out after using the import.

    Post edited by brainmuffin on July 2020
  • Lothar WeberLothar Weber Posts: 1,611
    July 2020
    brainmuffin said:
    nicstt said:

     

    brainmuffin said:
    nicstt said:

    Shift A to add a camera.

    make sure a camera is selected, then position the viewport how you want the camera view to be.

    Ctrl Alt numpad 0 will set the view to the Camera selected

    You may have to zoom out a little to get the correct view.

    N to bring up the right hand side panel if it isn't showing; click the View Tab - it should be close to the Daz Tab you use.

    There is a checkbox there that locks the Camera to you view area so it will change as you move.

    "Add a camera" is grayed out.

    Don't have a numpad.

    I can zoom and title the main viewport, but no panning.

    Add a lift is also grayed out.

    Sorry I didn't make that clear in my previous post. These options are only grayed out after using the import.

    You need to be in object mode, not in Pose mode. Then it should work. 

  • PadonePadone Posts: 3,021
    July 2020

    @andya May be I was not clear enough. The issue you are having with the black skin seems limited to your own blender installation. The other people here that tried with the default settings had not any issue. Me included.

    That's why I asked you to try with global illumination, normally it is not necessary for the plugin to work fine.

  • nicsttnicstt Posts: 11,714
    July 2020 edited July 2020
    Lothar Weber said:
    brainmuffin said:
    nicstt said:

     

    brainmuffin said:
    nicstt said:

    Shift A to add a camera.

    make sure a camera is selected, then position the viewport how you want the camera view to be.

    Ctrl Alt numpad 0 will set the view to the Camera selected

    You may have to zoom out a little to get the correct view.

    N to bring up the right hand side panel if it isn't showing; click the View Tab - it should be close to the Daz Tab you use.

    There is a checkbox there that locks the Camera to you view area so it will change as you move.

    "Add a camera" is grayed out.

    Don't have a numpad.

    I can zoom and title the main viewport, but no panning.

    Add a lift is also grayed out.

    Sorry I didn't make that clear in my previous post. These options are only grayed out after using the import.

    You need to be in object mode, not in Pose mode. Then it should work. 

    and if you have no numpad, using the menu.

    Same menu bar: View > Align View to align the view to the Camera.

    camera.jpg
    711 x 554 - 38K
    Post edited by nicstt on July 2020
  • nicsttnicstt Posts: 11,714
    July 2020

    Just testing out Bambi (love the character but the name sucks), and the hair from the bundle; my first non-dforce hair for nearly a year; converts well.

    My shader setup

    I'm pretty happy with it now.

    The third image shows what's in side one of the groups; as its shared between all materials (Face, Torso etc) I can adjust skin tone and the amoung of SSS details I add to the diffuse or addjustments to SSS to all zones at the same time.

    The blush overlay can also be used for for adding tattoos or any other effects; adjustments there can be required though; still working on that.

    Bambi2.png
    1526 x 2160 - 5M
    Skin material nodes 01.jpg
    1579 x 1196 - 329K
    Skin material nodes 02.jpg
    1460 x 665 - 160K
  • PaintboxPaintbox Posts: 1,629
    July 2020
    nicstt said:
     

    The third image shows what's in side one of the groups; as its shared between all materials (Face, Torso etc) I can adjust skin tone and the amoung of SSS details I add to the diffuse or addjustments to SSS to all zones at the same time.

    The blush overlay can also be used for for adding tattoos or any other effects; adjustments there can be required though; still working on that.

    I think it looks good in terms of texture and detailing, but she seem to glow... a lot :) Maybe turn down the depth of the SSS ?

  • nicsttnicstt Posts: 11,714
    July 2020
    Paintbox said:
    nicstt said:
     

    The third image shows what's in side one of the groups; as its shared between all materials (Face, Torso etc) I can adjust skin tone and the amoung of SSS details I add to the diffuse or addjustments to SSS to all zones at the same time.

    The blush overlay can also be used for for adding tattoos or any other effects; adjustments there can be required though; still working on that.

    I think it looks good in terms of texture and detailing, but she seem to glow... a lot :) Maybe turn down the depth of the SSS ?

    It's very low, but strong backlight has that affect.

    I've harved it, I'll post the difference in a minute; plus it has some composited effects. I'll show before and after.

  • benniewoodellbenniewoodell Posts: 1,699
    July 2020 edited July 2020

    Cycles at 256 samples with some light color grading in Light Room. 

    Cherry Blossoms 1lr.jpg
    1920 x 1080 - 4M
    Post edited by benniewoodell on July 2020
  • nicsttnicstt Posts: 11,714
    July 2020 edited July 2020

    Nice render Bennie.

     

    One on the left is without the glare in certain areas; not seeing much if any difference to the earlier one, although the SSS wasn't much different, even though I halved the amount.

    Bambi10.png
    1526 x 2160 - 5M
    Bambi11.png
    1526 x 2160 - 5M
    Post edited by nicstt on July 2020
  • wolf359wolf359 Posts: 3,613
    July 2020
    Some light armor for CC3 ,I modeled in blender over the weekend..... Basic materials in cycles.
    LIGHT ARMOR WARRIOR TES RENDERCR0PD2.png
    1400 x 1309 - 2M
  • wolf359wolf359 Posts: 3,613
    July 2020
    Now with node based procedural scratches.
    LIGHT ARMOR WARRIOR TES RENDER DIRT CRPD.png
    1400 x 1322 - 3M
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