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

Show us your Blender Renders

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  • brainmuffinbrainmuffin Posts: 1,051
    July 2020
    nicstt said:
    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.

    I want to align the camera to the active view.

  • PadonePadone Posts: 2,952
    July 2020 edited July 2020

    @nicstt In your setup the volume nodes are useless since volume can't show through sss, you need some translucency for volume to work. Also I'd suggest you to experiment with the sss radius, the default radius is only good for low subsurface values or giant size figures. A real size figure may work better with subsurface around = 0.9 and radius around = 0.04, 0.002, 0.001.

    Post edited by Padone on July 2020
  • brainmuffinbrainmuffin Posts: 1,051
    July 2020
    brainmuffin said:
    nicstt said:
    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.

    I want to align the camera to the active view.

    I think I've solved that one. Now to learn camera controls. Thanks.

  • brainmuffinbrainmuffin Posts: 1,051
    July 2020
    Lothar Weber 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. 

    Had to look what that meant. Yep, you are correct. Thanks.

     

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

    @nicstt In your setup the volume nodes are useless since volume can't show through sss, you need some translucency for volume to work. Also I'd suggest you to experiment with the sss radius, the default radius is only good for low subsurface values or giant size figures. A real size figure may work better with subsurface around = 0.9 and radius around = 0.04, 0.002, 0.001.

    Yeh, I noticed they were having no effect; I was planning on finding out why; appreciate that

  • flaviudeceanflaviudecean Posts: 9
    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.

    Wow. The whole render is impressive.

    But may I ask about the shirt, please? If it's a Daz item, which one is it? Where does the realistic thicknss come from? Is the shirt mesh more complex than the usual 0 thickness material, or is it done with a rendering trick? Thank you!

  • nicsttnicstt Posts: 11,714
    July 2020

    solidify modifier can give good effects

  • SadRobotSadRobot Posts: 116
    July 2020
    benniewoodell said:

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

    Looks like you may want to turn up your transparency bounces, otherwise great render.

  • benniewoodellbenniewoodell Posts: 1,666
    July 2020
    SadRobot said:
    benniewoodell said:

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

    Looks like you may want to turn up your transparency bounces, otherwise great render.

    What would the transparency bounces do? Totally still learning cycles and would love to understand what that would affect. Thanks!
  • nicsttnicstt Posts: 11,714
    July 2020 edited July 2020
    benniewoodell said:
    SadRobot said:
    benniewoodell said:

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

    Looks like you may want to turn up your transparency bounces, otherwise great render.

     

    What would the transparency bounces do? Totally still learning cycles and would love to understand what that would affect. Thanks!

    Your grass looks good quite good but it should have some translucency about it.

    Without knowing how your grass was done, not sure what to suggest, but the best grass imo is modelled with a grass texture or two then applied as the object to a particle system; this is particularly true when closer.

    I've attached the shader I used on those leaves to get the effect I was looking for. Even a leaf as thick as those would let some light show throw.

    Mini Haven Interior Vignette.png
    1526 x 2160 - 5M
    leaf shader.jpg
    1213 x 751 - 148K
    Post edited by nicstt on July 2020
  • benniewoodellbenniewoodell Posts: 1,666
    July 2020
    nicstt said:
    benniewoodell said:
    SadRobot said:
    benniewoodell said:

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

    Looks like you may want to turn up your transparency bounces, otherwise great render.

     

    What would the transparency bounces do? Totally still learning cycles and would love to understand what that would affect. Thanks!

    Your grass looks good quite good but it should have some translucency about it.

    Without knowing how your grass was done, not sure what to suggest, but the best grass imo is modelled with a grass texture or two then applied as the object to a particle system; this is particularly true when closer.

    I've attached the shader I used on those leaves to get the effect I was looking for. Even a leaf as thick as those would let some light show throw.

    Oh, I'll have to check the settings to see what it's set at compared to what you posted here, thank you for that. This was a grass asset brought in right from Quixel and I used the particle simulator to fill the field with the grass asset. Thanks for the direction on where to look!
  • nicsttnicstt Posts: 11,714
    July 2020

    There's a good video about creating grass by Andrew Price; I saw it a couple of years ago or so iirc, and don't recall the specific vid it is.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,575
    July 2020 edited July 2020
    wolf359 said:
    Now with node based procedural scratches.

    That looks absolutely awesome. Can you say a few words on how you did it? I've never tried procedural scratches, but I need to.

    Post edited by TheMysteryIsThePoint on July 2020
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,575
    July 2020
    SadRobot said:
    benniewoodell said:

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

    Looks like you may want to turn up your transparency bounces, otherwise great render.

    @SadRobot I'm amazed by others' eyes for certain things, and I need to develop mine. What did you see that suggested he needed more transparency bounces?

  • wolf359wolf359 Posts: 3,589
    July 2020
    TheMysteryIsThePoint said:
    wolf359 said:
    Now with node based procedural scratches.

    That looks absolutely awesome. Can you say a few words on how you did it? I've never tried procedural scratches, but I need to.

    @mysteryisthepoint

    It is a fairly complicated setup I learned from a video tutorial that has node based controls for scratch density,size ,color, direction.

    I keep it in simple,stored Blend file and append into any project as needed.
    SCRATCHED METAL 2.PNG
    1199 x 839 - 687K
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,575
    July 2020
    wolf359 said:
    TheMysteryIsThePoint said:
    wolf359 said:
    Now with node based procedural scratches.

    That looks absolutely awesome. Can you say a few words on how you did it? I've never tried procedural scratches, but I need to.

     

    @mysteryisthepoint

    It is a fairly complicated setup I learned from a video tutorial that has node based controls for scratch density,size ,color, direction.

    I keep it in simple,stored Blend file and append into any project as needed.

    Aw, I see... the secret sauce is in the Musgrave Texture. That's what I mean about Blender... never in a million years would I have thought of that on my own.

    Thanks for the inspiration, I'm going to try it this weekend.

  • nicsttnicstt Posts: 11,714
    July 2020

    I used a node setup for the striations on the nails; I'm still messing with it so it looks decent without too many changes.

    Default nails.jpg
    1108 x 1000 - 212K
  • MendomanMendoman Posts: 394
    July 2020 edited July 2020

    I'm totally new with Diffeomorphic, but finally got some time to test the plugin, and oh boy was I surprised. Those materials are pretty awesome out of the box in my opinion so a big thank you for Diffeomorphic team yes. Hair probably needs a little work, but skin, eyes etc. looks really really good.

    Here's my first Eevee render from Diffeomorphic import out of the box ( well, I had to tone down my 3-point lighting values ) and I have to say it looks really good for a 4 second render laugh

     

     

    Heh, I'm also totally newbie with the "new" Blender UI also ( I really haven't done much rendering with Blender recently, and I still do all my modeling with 2.79 ), so I was wondering if somebody could tell me where I can hide the bones when I use Diffeomorphic import. I haven't done much animation with Blender, but I think in the old UI it used to hide bones when you are in object mode, and bones were visible only in pose mode, but for me in Blender 2.9 bones are visible all the time including viewport shading ( preview mode ). Only in real renders they are invisible.

     

    EDIT: And to answer my own question, just hiding the top object hides the armature, and mesh is still visible :) Much easier to test shaders when armature bones are not in the way

    eevee.png
    1920 x 1440 - 3M
    Post edited by Mendoman on July 2020
  • nicsttnicstt Posts: 11,714
    July 2020

    Yeh Eevee is a surprise, although I use Cycles.

    Looks good, but seems lacking in pores or some sort of bump; did you turn it down?

  • MendomanMendoman Posts: 394
    July 2020 edited July 2020

    Nope, I did nothing to shaders. It's straight out of the box render. I could easily up the bump values etc. I was just surprised how good it looks just out of the box without any tweaking.

    Post edited by Mendoman on July 2020
  • PadonePadone Posts: 2,952
    July 2020

    @Mendoman To be fair that is probably a lucky case. With eevee we have limitations especially for the skin so that iray materials have to be approximated and they don't always work fine. As for cycles it works much better and should be fine most of the times apart some odd cases.

  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 692
    July 2020
    Mendoman said:
    Heh, I'm also totally newbie with the "new" Blender UI also ( I really haven't done much rendering with Blender recently, and I still do all my modeling with 2.79 ), so I was wondering if somebody could tell me where I can hide the bones when I use Diffeomorphic import. I haven't done much animation with Blender, but I think in the old UI it used to hide bones when you are in object mode, and bones were visible only in pose mode, but for me in Blender 2.9 bones are visible all the time including viewport shading ( preview mode ). Only in real renders they are invisible.

     

    EDIT: And to answer my own question, just hiding the top object hides the armature, and mesh is still visible :) Much easier to test shaders when armature bones are not in the way

    To hide all armatures (and/or some other object types) at once, there's a little row of buttons at the top right of the 3D viewport: the one on the left gives you a list of object types for which you can toggle visibility and selectability.  You can end up with a lot of armatures if you have multiple figures with clothes and hair, so this is useful.

    Screenshot (111).png
    344 x 458 - 77K
  • benniewoodellbenniewoodell Posts: 1,666
    July 2020 edited July 2020

    Okay, I did another render with the setting I posted yesterday and I upped the translucency light bounces from the default 8 to 12, I don't personally see a difference, but maybe it helped. The Quixel materials for the grass was a lot, I didn't want to putz around with it. What I am amazed at though, is I did the smooth shader on her and her clothes (I didn't have time to try the most up to date diffeomorphic again and try to find out why she came in naked so I used the previous version still) but it looks like her legs are shiny and wet. Which normally I'd not be thrilled about, but since she's by the water, it works. How did I get that? I don't know, this is straight from importing with the diffeomorphic plug-in. I did some color grading in Light Room because I wanted some more saturation and contrast. 

    Cherry Blossoms 3-2.png
    1851 x 1744 - 5M
    Post edited by benniewoodell on July 2020
  • brainmuffinbrainmuffin Posts: 1,051
    July 2020

    Wow, the renders are looking better and better.

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

    Okay, I did another render with the setting I posted yesterday and I upped the translucency light bounces from the default 8 to 12, I don't personally see a difference, but maybe it helped. The Quixel materials for the grass was a lot, I didn't want to putz around with it. What I am amazed at though, is I did the smooth shader on her and her clothes (I didn't have time to try the most up to date diffeomorphic again and try to find out why she came in naked so I used the previous version still) but it looks like her legs are shiny and wet. Which normally I'd not be thrilled about, but since she's by the water, it works. How did I get that? I don't know, this is straight from importing with the diffeomorphic plug-in. I did some color grading in Light Room because I wanted some more saturation and contrast. 

    Looking really good, but a bigger distraction for me, more so than the shiny legs, is there are no ripples on the water.

    It was the first thing I noticed.

    Try a solidy modifier on the skirt to get rid of the infinitely thin skirt too.

  • benniewoodellbenniewoodell Posts: 1,666
    July 2020
    nicstt said:
    benniewoodell said:

    Okay, I did another render with the setting I posted yesterday and I upped the translucency light bounces from the default 8 to 12, I don't personally see a difference, but maybe it helped. The Quixel materials for the grass was a lot, I didn't want to putz around with it. What I am amazed at though, is I did the smooth shader on her and her clothes (I didn't have time to try the most up to date diffeomorphic again and try to find out why she came in naked so I used the previous version still) but it looks like her legs are shiny and wet. Which normally I'd not be thrilled about, but since she's by the water, it works. How did I get that? I don't know, this is straight from importing with the diffeomorphic plug-in. I did some color grading in Light Room because I wanted some more saturation and contrast. 

    Looking really good, but a bigger distraction for me, more so than the shiny legs, is there are no ripples on the water.

    It was the first thing I noticed.

    Try a solidy modifier on the skirt to get rid of the infinitely thin skirt too.

    Ripples in the water! That's a great idea. I have to see if I saved it or not, if I did I'll totally put that in and re-render it. And yeah, now that you mention it, the skirt is super thin. I dForced it in Daz and brought it over and the dForce stayed surprisingly, but I know I have this pose saved with her from the Daz file, so if nothing else, I can test the solidify modifier to see how that looks! 

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,575
    July 2020
    nicstt said:

    I used a node setup for the striations on the nails; I'm still messing with it so it looks decent without too many changes.

    I hadn't recovered from @wolf359's example, and you follow up with another. Wow. Two great examples of why learning the node system is worth every second of time spent to grok it.

  • marblemarble Posts: 7,153
    July 2020
    benniewoodell said:

    Okay, I did another render with the setting I posted yesterday and I upped the translucency light bounces from the default 8 to 12, I don't personally see a difference, but maybe it helped. The Quixel materials for the grass was a lot, I didn't want to putz around with it. What I am amazed at though, is I did the smooth shader on her and her clothes (I didn't have time to try the most up to date diffeomorphic again and try to find out why she came in naked so I used the previous version still) but it looks like her legs are shiny and wet. Which normally I'd not be thrilled about, but since she's by the water, it works. How did I get that? I don't know, this is straight from importing with the diffeomorphic plug-in. I did some color grading in Light Room because I wanted some more saturation and contrast. 

    Don't want to be too critical because I have not yet achieved anything worth posting at all. However, just from an aesthetic viewpoint, the render has the same problem that many 3D renders have - it just looks like a 3D render. Edges too sharp, water too flat, skin looks like a plastic doll, grass looks like a watercolour sketch (did I say I don't want to be too critical? - sorry). Anyhow, I get that you are going for the anime look so perhaps a lot of that is deliberate - if so, please forgive my harsh comments.

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

    Okay, I did another render with the setting I posted yesterday and I upped the translucency light bounces from the default 8 to 12, I don't personally see a difference, but maybe it helped. The Quixel materials for the grass was a lot, I didn't want to putz around with it. What I am amazed at though, is I did the smooth shader on her and her clothes (I didn't have time to try the most up to date diffeomorphic again and try to find out why she came in naked so I used the previous version still) but it looks like her legs are shiny and wet. Which normally I'd not be thrilled about, but since she's by the water, it works. How did I get that? I don't know, this is straight from importing with the diffeomorphic plug-in. I did some color grading in Light Room because I wanted some more saturation and contrast. 

    Looking really good, but a bigger distraction for me, more so than the shiny legs, is there are no ripples on the water.

    It was the first thing I noticed.

    Try a solidy modifier on the skirt to get rid of the infinitely thin skirt too.

    Ripples in the water! That's a great idea. I have to see if I saved it or not, if I did I'll totally put that in and re-render it. And yeah, now that you mention it, the skirt is super thin. I dForced it in Daz and brought it over and the dForce stayed surprisingly, but I know I have this pose saved with her from the Daz file, so if nothing else, I can test the solidify modifier to see how that looks! 

    the default for the thickness is too much (way too much) for cloth; 0.001 or 0.0015

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

    I used a node setup for the striations on the nails; I'm still messing with it so it looks decent without too many changes.

    I hadn't recovered from @wolf359's example, and you follow up with another. Wow. Two great examples of why learning the node system is worth every second of time spent to grok it.

    It's a simple one; it plugs into displacement. That one is set for fingernails; if you want it to work on toenailes change the rotation in the mapping node to 0.

    I don't use it often, as they are not visible most of the time, expecially when they have nail varnish on

    nail stiations.jpg
    1289 x 316 - 76K
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