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

Show us your Blender Renders

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  • Krys KryngleKrys Kryngle Posts: 278
    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. 

     

     

    To reduce the gloss on the legs you'll need to increase the 'roughness' value, assuming you are using the principled bsdf shader in blender.  If you post a screenshot of your node setup for the leg material we might be able to help further. 

    Looking good so far though!

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,675
    July 2020
    nicstt said:
    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

    Thanks, I've recreated it.

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

    Thanks, I've recreated it.

    Great!

    One thing I forgot to mention; I found only very small amounts worked, looks seriously odd if it's increased much.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,675
    July 2020
    nicstt said:
    TheMysteryIsThePoint said:
    nicstt said:
    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

    Thanks, I've recreated it.

    Great!

    One thing I forgot to mention; I found only very small amounts worked, looks seriously odd if it's increased much.

    Yes, I discovered that while twisting dials and turning knobs; you must have played with it for a while to find those values that look nice :)

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

    Yeh it took a while. I got it working well on a character, but when I swapped it over, they didn't work so good, so I basically started again; I've tried it on three different characters now and no issues so far.

    I knew it should work, as I'd used a similar method for a grid pattern - the lines going both ways - so it was annoying me with the weird effects.

    What I'm thinking of doing next is making the nails less perfect; not at the cut end, but the cuticle, nails aren't so perfect - it irritates me.

    Like no depth on cloth does too. :)

    Post edited by nicstt on July 2020
  • j cadej cade Posts: 2,310
    August 2020 edited August 2020

    A test render, but also a pretty good demonstration of how nice the diffeo's conversion is. I haven't touched the skin and dress materials in blender (tbf before exporting I did set the sss scale way high as I feel like something is off with that conversion)

     

    obviously the hair was all set up in blender, as were the pearls (array modifier and curve. for the final version I might convert the curve to a mesh and cloth sim it +have the pearls follow via the surface follow modifier)

     

    Eevee took 8 seconds. Cycles just under 3 minutes. 3 minutes is probably less time than it would take Iray to precompute the hair on my computer

     

    also fun how similar they look. setting up things in eevee with instant feedback and knosing i'll just have to make minor adjustments for cycles is very fun. I mostly styled the hair with eevee running way more fun to style hair when it looks all pretty

     

     

    celani test.jpg
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    celani test-cycles.jpg
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    Post edited by j cade on August 2020
  • marblemarble Posts: 7,203
    August 2020
    j cade said:

    A test render, but also a pretty good demonstration of how nice the diffeo's conversion is. I haven't touched the skin and dress materials in blender (tbf before exporting I did set the sss scale way high as I feel like something is off with that conversion)

     

    obviously the hair was all set up in blender, as were the pearls (array modifier and curve. for the final version I might convert the curve to a mesh and cloth sim it +have the pearls follow via the surface follow modifier)

     

    Eevee took 8 seconds. Cycles just under 3 minutes. 3 minutes is probably less time than it would take Iray to precompute the hair on my computer

     

    also fun how similar they look. setting up things in eevee with instant feedback and knosing i'll just have to make minor adjustments for cycles is very fun. I mostly styled the hair with eevee running way more fun to style hair when it looks all pretty

     

     

    I think both renders are somewhat better than I would have expected without adjustments after import into Blender. Would be nice to see the Iray version for comparison. I think that both images lack some specularity but perhaps that wasn't present in the original?

  • PadonePadone Posts: 3,012
    August 2020 edited August 2020
    j cade said:

    tbf before exporting I did set the sss scale way high as I feel like something is off with that conversion

    While I believe the cycles conversion is quite good, I'm still working on eevee. Would you elaborate please with the exact details this may help a lot. Unless you imported in cm that's obviuosly wrong for the sss effect as well among other things.

    Post edited by Padone on August 2020
  • j cadej cade Posts: 2,310
    August 2020 edited August 2020
    marble said:
    j cade said:

    A test render, but also a pretty good demonstration of how nice the diffeo's conversion is. I haven't touched the skin and dress materials in blender (tbf before exporting I did set the sss scale way high as I feel like something is off with that conversion)

     

    obviously the hair was all set up in blender, as were the pearls (array modifier and curve. for the final version I might convert the curve to a mesh and cloth sim it +have the pearls follow via the surface follow modifier)

     

    Eevee took 8 seconds. Cycles just under 3 minutes. 3 minutes is probably less time than it would take Iray to precompute the hair on my computer

     

    also fun how similar they look. setting up things in eevee with instant feedback and knosing i'll just have to make minor adjustments for cycles is very fun. I mostly styled the hair with eevee running way more fun to style hair when it looks all pretty

     

     

    I think both renders are somewhat better than I would have expected without adjustments after import into Blender. Would be nice to see the Iray version for comparison. I think that both images lack some specularity but perhaps that wasn't present in the original?

    The iray version looks terrible because I specifically set everything up to export and didn't worry abut how it lookied in iray  meaning - I copied the diffuse map to translcence and set the translucence to 1 (as these are the settings I knew I'd be using in blender, and are settngs that I also use in Iray, but because of Irays fiddly sss setup do not tend to work well with dark skin)  and scaled the SSS up (as generally I find I have to scale the sss up in blender, so I just did it before hand)

    Blender really handles sss better than iray on dark skin. I can get results I like in both, but its soooo much less fiddly. And in general too. No weirdness where stuff suddenly gets super dark. Just set the sss to 1 and adjust its scale (my prefered method is to set the sss scale values to 1, 0.35, 0.2 and thed multiply them all down in increments till it looks right)

     

    and now some skin after adjusting but as a video because its real time!

     

     

    side note: is there a way to embed non youtube mp4s? way smaller file size than gifs

     

    Post edited by j cade on August 2020
  • PadonePadone Posts: 3,012
    August 2020 edited August 2020

    @jcade Both in iray and cycles/eevee setting translucency to 1 will turn off the diffuse color so you can just drop it. As for sss, diffeomorphic doesn't use the scale that is baked in the radius for compatibility between the bsdf and principled nodes. But this gets the same effect.

    I see in your blender settings you don't take into account the daz sss colors and always use a reddish tint. For conversion comparisons you can set this tint in daz too.

    It is not clear to me why you say your daz scene is meesed up to better work with diffeo. The purpose of diffeo is to convert materials so if it's messed up in daz it should be messed up in blender too. Unless you're talking about the eevee conversion that's actually experimental. Could you please share a daz scene with V8 and your settings so I can make comparisons ?

    As for youtube a link to the video will embed it.

    Post edited by Padone on August 2020
  • j cadej cade Posts: 2,310
    August 2020 edited August 2020
    Padone said:

    @jcade Both in iray and cycles/eevee setting translucency to 1 will turn off the diffuse color so you can just drop it. As for sss, diffeomorphic doesn't use the scale that is baked in the radius for compatibility between the bsdf and principled nodes. But this gets the same effect.

    It is not clear to me why you say your daz scene is meesed up to better work in diffeo. The purpose of diffeo is to convert materials so if it's messed up in daz it should be messed up in blender too. Unless you're talking about the eevee conversion that's actually experimental. Could you please share a daz scene with V8 and your settings so I can make comparisons ?

    As for youtube a link to the video will embed it.

     Both in iray and cycles/eevee setting translucency to 1 will turn off the diffuse color so you can just drop it

    I am aware, but since I dont use the sss maps its easier for me to just copy over the diffuse in Daz and theres no particular reason to empty remove the texture from the diffuse slot

    It is not clear to me why you say your daz scene is meesed up to better work in diffeo. The purpose of diffeo is to convert materials so if it's messed up in daz it should be messed up in blender too.

    Well everytime I export out I have to increase the sss scale, so this time I figured I'd get ahead of the curve and just increase it in DS. it worked pretty well IMO.

    In this specific instace however most of the reason it looked terrible in DS is because it was dark skin. this is a problem specific to dark skin In iray so a v8 example wouldn't demonstrate anything useful. In Iray dark skin + translucency set to 1 yeilds black skin unless you fiddle with it for an hour and get lucky. Since its an Iray specific issue, and I wasn't rendering in Iray, I didn't worry about it.

    using an sss shader rather than the iray style volume + translucence is one of the main reasons I'm exporting to blender. and this is a pretty perfect example. the sss shader is so much less fussy with dark skin its ridiculous.

     

    As for youtube a link to the video will embed it.

    non youtube mp4

    Post edited by j cade on August 2020
  • PadonePadone Posts: 3,012
    August 2020 edited August 2020
    j cade said:

    Well everytime I export out I have to increase the sss scale

    In the up to date version of diffeo the sss scale is fixed in the radius to 0.02 then it is multiplied by the iray sss colors. So varying the scale in iray doesn't get any effect on the sss skin. While it does on the volumetric skin. May be your'e using an "old" version you may like to try the up to date development version.

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

    Post edited by Padone on August 2020
  • MendomanMendoman Posts: 396
    August 2020

    I continued my Eevee testing, and I think I'm getting there. It's not one-to-one, but considering render times, Eevee is not really that much worse

    Iray render time about 4 minutes:

     

    Eevee render time about 4 seconds:

    Iray.jpg
    1018 x 1440 - 833K
    eevee.png
    1018 x 1440 - 2M
  • PadonePadone Posts: 3,012
    August 2020 edited August 2020

    @Mendoman In eevee you may try to increase the ambient occlusion to get better shadows in the cavities, see the nose for example.

    ao.jpg
    308 x 153 - 14K
    Post edited by Padone on August 2020
  • Krys KryngleKrys Kryngle Posts: 278
    August 2020

    Impressive for a 4 second render time.  Perfect for animations...

  • MendomanMendoman Posts: 396
    August 2020 edited August 2020

    Yup, I already tried that and also set shadows to max ( 4k ) but that's not really enough. Luckily I found a nice idea of Eevee shadowcatcher ( https://b3d.interplanety.org/en/eevee-shadow-catcher/ ). I added that to Diffeomorphic shader and it looks like this now:

    And result in Eevee looks like this:

     

    Not perfect, but much better result in my opinion laugh With colorramp and that extra diffuse node I can change the "extra" shadows intensity. Final solution would probably had to be a bit more elegant, but for a quick test it's not bad, and certainly has potential....

     

    Now if only I could get the hair shader look "sharper" and shinier, I'd be a happy puppy.

    eevee2.png
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    shadowcatcher.JPG
    985 x 837 - 94K
    Post edited by Mendoman on August 2020
  • PadonePadone Posts: 3,012
    August 2020 edited August 2020

    @Mendoman I do like the shadow catcher idea and how you apply it to occlusion, though I'm not sure I get it entirely. It's just odd that the standard occlusion doesn't work for you. It does for me. Below a quick G8F in eevee with occlusion = 1 then occlusion = 2. The difference is visible. Just plain export from diffeo.

    edit. Or probably you mean that with the shadow catcher you have more control over it since you can ramp the shadow falloff.

    ao-1.jpg
    640 x 360 - 16K
    ao-2.jpg
    640 x 360 - 17K
    Post edited by Padone on August 2020
  • MendomanMendoman Posts: 396
    August 2020 edited August 2020

    Hmmm, I don't know why it didn't work for me, but I'm comparing against Iray render. Maybe that occulusion = 2 is still too subtle if you had a real Iray or Cycles image you compare against. Anyways, I played a little with the hair, and I think it's "sharper" and glossy highlights show a bit more, but...... hmmm, I don't know. Maybe a little better but probably still needs some tweaking

     

    All and all, still I think Eevee is a really nice render engine. If normal portrait render times are 4 minutes vs 4 seconds, and if it's indoors environment, the difference is probably even bigger. If I'd start our project now, I think I would definitely go with Eevee. Animations and stuff are lightning fast compared to Iray/Cycles where even with very well optimized scene and shaders full HD renders take 2+ minutes per frame

    eevee3.png
    1018 x 1440 - 2M
    Post edited by Mendoman on August 2020
  • brainmuffinbrainmuffin Posts: 1,051
    August 2020

    A, relatively, quick render in Studio compared to a default Cycles render after converting via Diffeomorphic. Studio render on Mac (yellow drone, supposed to be orange). Blender render in Linux (blue drone).

    Drone-Yellow.png
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    Drone-Blue.png
    1920 x 1080 - 4M
  • wolf359wolf359 Posts: 3,606
    August 2020
    My latest animation test.
  • PadonePadone Posts: 3,012
    August 2020

    @Mendoman Your eevee renders are excellent of course, mine are minor suggestions. Thank you for pointing out the shadow catcher that's very interesting.

  • Krys KryngleKrys Kryngle Posts: 278
    August 2020

    Work in progress.  Skin is a 3 layer node setup.  Hair was Leyton hair (I think) imported by Diffeomorphic, with lots of extra grooming.  I'm so glad that is working again, especially since Blender has working hair physics in 2.83.  I even got Diffeo to convert eyebrows.  Eyes were Project EYEray by dimensiontheory.  Diffeo was able to import the UV's since they are different. 

    Anna Portrait 13_3.jpg
    1280 x 1920 - 2M
  • nicsttnicstt Posts: 11,714
    August 2020 edited August 2020

    Looks good Krampus

     

    Salura 8. Aiko 3 (yes Aiko 3, not Aiko 7 for G3) hair converted with Diffeo and some 3DU clothes.

     

    Sakura 8.png
    1526 x 2160 - 5M
    Post edited by nicstt on August 2020
  • Krys KryngleKrys Kryngle Posts: 278
    August 2020
    nicstt said:

    Looks good Krampus

     

    Salura 8. Aiko 3 hair converted with Diffeo and some 3DU clothes.

     

     

    Nice.  Very nice. 

  • brainmuffinbrainmuffin Posts: 1,051
    August 2020

    It is an animation and the Cycles settings need to be adjusted to remove more of the fireflies and grain, but here's a first pass. The description as links to all the things used. Big shoutout to Dreamlight for creating some Iray materials for one of Stonemason's sets:

     

  • SadRobotSadRobot Posts: 116
    August 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!

     

    TheMysteryIsThePoint 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.

    @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?

    Sorry I missed these. It should make the hair look corerect. Bascially since the hair is done with an opacity/alpha map, you need more transparency bounces so that all of the hair will be rendered, rather than it cutting off after a certain point. I typically set mine for Daz hair to between 96 and 192. It slows down the rendering of the hair a ton, but it looks a lot better.

  • nicsttnicstt Posts: 11,714
    August 2020

    Personally, I convert to strand based.

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    August 2020 edited August 2020

    Here's an old one (from 2016!).

    This was back in the before-times when things had to be done more manually; I posed the character in DAZ Studio then exported her and each individual plant as an OBJ, which I then imported in Blender, where I manually set up all the textures and scattered the grass props with particles. The ground was a quickly sculpted plane with a procedural texture and some equally quickly modeled rocks scattered via another particle system and there are some more particles floating in the air. This was a Cycles render (no Eevee at the time laugh).

    Uses the following DAZ assets:

    • Alien Botanicals https://www.daz3d.com/alien-botanicals
    • EJ Agata for Genesis 3 https://www.daz3d.com/ej-agata-for-genesis-3-female-s
    • Interstellar Patrol for Genesis 3 https://www.daz3d.com/interstellar-patrol-for-genesis-3-females

     

    Post edited by MarkIsSleepy on August 2020
  • nicsttnicstt Posts: 11,714
    August 2020

    nice one

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

    I've been working on a node system that allows for some texture free backgrounds, using gradients, repetative shapes and vertical & horizontal stripes, not shown here but the position of the stripes can be changes as can their size.

    Background ex1.png
    1280 x 720 - 438K
    Background ex2.png
    1280 x 720 - 435K
    Background ex3.png
    1280 x 720 - 341K
    Post edited by nicstt on August 2020
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