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

Show us your Blender Renders

«1…45678910…25»

Comments

  • Krys KryngleKrys Kryngle Posts: 278
    August 2020 edited August 2020
    Cinus said:
    the5amkebab said:
    Cinus said:

    My first attempt at particle hair in blender.

     

    That looks great! Whenever I tried it looks like the model is growing straw from their head.

    If it's looking like straw, play around with the Tip and Root Diameter and the "Diameter Scale". 

    My problem was the opposite. The hair was initially so fine that it did not render at all in cycles.

    That's a good looking first attempt.  Your hair diameter seems pretty big so I'm assuming your figure is scaled up, or maybe I'm just missing something.  Posting my settings in case anyone can use.  This was Cathy Hair imported from DAZ with Diffeomorphic and lots of work afterwards.  I set the 'strand shape' to 0.99 so the roots are very fine (0.001m * the radius scale) and then the hair gets thicker (kinda backwards from how it is supposed to work, but it works).  Someone else suggested adding transparency to the material with a color ramp.  It thought that was a great idea.  I think I saw that in the Diffeo settings as well.  

     

    Norbz - loved the tutorial video.  I think I'm your first subcriber!  Woohoo!

     

    Lucy Portrait 01.jpg
    1280 x 1920 - 2M
    Lucy Portrait 01 Hair Shape.jpg
    652 x 952 - 56K
    Post edited by Krys Kryngle on August 2020
  • NorbzNorbz Posts: 14
    August 2020 edited August 2020
    Krampus said:
    Cinus said:
    the5amkebab said:
    Cinus said:

    Norbz - loved the tutorial video.  I think I'm your first subcriber!  Woo

    Hey brother, thanks, and yeah I think you are indeed :). The hair on the model there looks super real wow, just needs to be filled in more. Anytime I start messing with high-poly hair (err pretty much any hair) renders take too long and I meh my way to another render lol. I've worked my way backwards to lowish poly style and quality half by design half by force due to render limits, realism and lights just kill my setup and it's a high end mac desktop (bye bye iray/cycles - eevee isn't too bad).

    Post edited by Norbz on August 2020
  • CinusCinus Posts: 118
    August 2020
    Krampus said:
    Cinus said:
    the5amkebab said:
    Cinus said:

    My first attempt at particle hair in blender.

     

    That looks great! Whenever I tried it looks like the model is growing straw from their head.

    If it's looking like straw, play around with the Tip and Root Diameter and the "Diameter Scale". 

    My problem was the opposite. The hair was initially so fine that it did not render at all in cycles.

    That's a good looking first attempt.  Your hair diameter seems pretty big so I'm assuming your figure is scaled up, or maybe I'm just missing something.  Posting my settings in case anyone can use.  This was Cathy Hair imported from DAZ with Diffeomorphic and lots of work afterwards.  I set the 'strand shape' to 0.99 so the roots are very fine (0.001m * the radius scale) and then the hair gets thicker (kinda backwards from how it is supposed to work, but it works).  Someone else suggested adding transparency to the material with a color ramp.  It thought that was a great idea.  I think I saw that in the Diffeo settings as well.  

     

    Norbz - loved the tutorial video.  I think I'm your first subcriber!  Woohoo!

     

    @Krampus Thanks!

    The model is actually scaled down. I originally imported the model with DazToBlender8 and then ran the #real size command. That scaled the model to .01 it's imported size. When I used the default settings the hair was so thin it did not render. I can increase the Diameter Scale but using larger numbers for the Root and Tip settings achieves the same result.

    Nice looking hair!

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

    I composited two images with a mask; one DOF very close and the other none

    Post edited by nicstt on August 2020
  • NathNath Posts: 2,648
    August 2020

    I've been cleaning up my harddisk, and found some gems from the deep, dark past. So here are some Blender renderers, 2.83.5 and 2.23.  ...

     

    small blenders.jpg
    900 x 759 - 117K
  • nicsttnicstt Posts: 11,714
    August 2020

    I rememeber 2.49 and used it, but can't actually be sure when I first tried it; it wasn't really until 2.5 that it really made sense though.

  • NathNath Posts: 2,648
    August 2020
    nicstt said:

    I rememeber 2.49 and used it, but can't actually be sure when I first tried it; it wasn't really until 2.5 that it really made sense though.

    Much the same for me, though with 2.23 as the first one I certainly downloaded, but it didn't make sense until much later - I'm impressed that it runs in Win10 (and impressed that I can actually do a bit of modelling in it, more than I could at the time, even if I have to look up some of the key combinations)

  • nonesuch00nonesuch00 Posts: 17,406
    August 2020

    I used Blender 1st in Feb 2012 I did a tutorial of how to make a character model and did a poor one of Calvin of Calvin & Hobbes comic strip fame. I didn't rig it though I used what was then Mixamo's upload autorigging solution; then low & behold it managed to actual rig my model which I then promptly added a looped Mixamo gangnam dance clip which also worked. I did it all in 8 hours following youtube tutorials with no prior 3D modeling experience and most of that 8 hours was spent panning back in the videos' play progression to hear something I missed, so that should be encouraging to those that don't think they can learn to 3D model. All that was I think in Blender 2.52. Hmmm, so as it turns out it was Blender 2.62 I used. I only remember it was greater than 2.49.x because the keyboard layout changed & I was looking for a image of a template to learn shotcuts from.

  • wolf359wolf359 Posts: 3,612
    August 2020
    Some renders of my newly redesigned Spartan armor for the team leader characters in my animated series in development.

    All of the textures are procedural, built with nodes

    Moving on to environments and ships.
    SPARTAN 2 SUBD.png
    1680 x 987 - 1M
    SPARTAN 2B SUBD.png
    1680 x 987 - 2M
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,676
    August 2020
    wolf359 said:
    Some renders of my newly redesigned Spartan armor for the team leader characters in my animated series in development.

    All of the textures are procedural, built with nodes

    Moving on to environments and ships.

    @Wolf359

    This is great work! I love the anodized metal and frosted glass. And the worn look you've mastered is something I am still trying to ge right.

    But have you noticed any decrease in VRAM usage and increase in render times from all the procedural materials? I've read conflicting advice.

     

  • nicsttnicstt Posts: 11,714
    August 2020

    I've noticed it tends to use less RAM, but can take longer to render.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,676
    August 2020
    nicstt said:

    I've noticed it tends to use less RAM, but can take longer to render.

    OK, that's what I've more often heard. I'm interested in that trade-off.

  • wolf359wolf359 Posts: 3,612
    August 2020 edited August 2020
    TheMysteryIsThePoint said:
    wolf359 said:
    Some renders of my newly redesigned Spartan armor for the team leader characters in my animated series in development.

    All of the textures are procedural, built with nodes

    Moving on to environments and ships.

    @Wolf359

    This is great work! I love the anodized metal and frosted glass. And the worn look you've mastered is something I am still trying to ge right.

    But have you noticed any decrease in VRAM usage and increase in render times from all the procedural materials? I've read conflicting advice.

     

    Hi , Thanks !!

    @nicstt ,your asssement is largely correct and IMHO it is a desirable trade-off from an animation production perspective

    I own Three PC's ,two of which are capable of running my major programs. (Blender , Reallusions Iclone 7& Character creator3 and the Davinci resolve suite of finishing tools)

    I prefer to work and perform look Dev with near realtime viewport peformance and 96 percent accurate preview of what my final shaders& lighting will be , and let the final renders take as long as they need to on my new PC while I can still set up character animation, build models,shaders Watch tutorials (Goof off),on my older PC.

    4K ,image based textures, are just retarded for animated filmking IMHO and I also have a deep seated,visceral HATRED of the whole UV process and avoid it whenever humanly possible.

    I used the included " Discombobulator" add-on to quickly generate this fully procedural sci fi city rendered in EEVEE of course
    THERMOPOLY-1.jpg
    1920 x 1080 - 782K
    Post edited by wolf359 on August 2020
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,676
    August 2020
    wolf359 said:
    TheMysteryIsThePoint said:
    wolf359 said:
    Some renders of my newly redesigned Spartan armor for the team leader characters in my animated series in development.

    All of the textures are procedural, built with nodes

    Moving on to environments and ships.

    @Wolf359

    This is great work! I love the anodized metal and frosted glass. And the worn look you've mastered is something I am still trying to ge right.

    But have you noticed any decrease in VRAM usage and increase in render times from all the procedural materials? I've read conflicting advice.

     

     

    Hi , Thanks !!

    @nicstt ,your asssement is largely correct and IMHO it is a desirable trade-off from an animation production perspective

    I own Three PC's ,two of which are capable of running my major programs. (Blender , Reallusions Iclone 7& Character creator3 and the Davinci resolve suite of finishing tools)

    I prefer to work and perform look Dev with near realtime viewport peformance and 96 percent accurate preview of what my final shaders& lighting will be , and let the final renders take as long as they need to on my new PC while I can still set up character animation, build models,shaders Watch tutorials (Goof off),on my older PC.

    4K ,image based textures, are just retarded for animated filmking IMHO and I also have a deep seated,visceral HATRED of the whole UV process and avoid it whenever humanly possible.

    I used the included " Discombobulator" add-on to quickly generate this fully procedural sci fi city rendered in EEVEE of course

    That's amazing. And nice Blender badge as well... let the world know "da Troof"

  • CinusCinus Posts: 118
    August 2020

    Made a few tweaks

    Jane 2 - pp.jpg
    1098 x 1226 - 189K
  • nicsttnicstt Posts: 11,714
    August 2020
    Cinus said:

    Made a few tweaks

    Very nice

  • nicsttnicstt Posts: 11,714
    August 2020
    TheMysteryIsThePoint said:
    wolf359 said:
    TheMysteryIsThePoint said:
    wolf359 said:
    Some renders of my newly redesigned Spartan armor for the team leader characters in my animated series in development.

    All of the textures are procedural, built with nodes

    Moving on to environments and ships.

    @Wolf359

    This is great work! I love the anodized metal and frosted glass. And the worn look you've mastered is something I am still trying to ge right.

    But have you noticed any decrease in VRAM usage and increase in render times from all the procedural materials? I've read conflicting advice.

     

     

    Hi , Thanks !!

    @nicstt ,your asssement is largely correct and IMHO it is a desirable trade-off from an animation production perspective

    I own Three PC's ,two of which are capable of running my major programs. (Blender , Reallusions Iclone 7& Character creator3 and the Davinci resolve suite of finishing tools)

    I prefer to work and perform look Dev with near realtime viewport peformance and 96 percent accurate preview of what my final shaders& lighting will be , and let the final renders take as long as they need to on my new PC while I can still set up character animation, build models,shaders Watch tutorials (Goof off),on my older PC.

    4K ,image based textures, are just retarded for animated filmking IMHO and I also have a deep seated,visceral HATRED of the whole UV process and avoid it whenever humanly possible.

    I used the included " Discombobulator" add-on to quickly generate this fully procedural sci fi city rendered in EEVEE of course

    That's amazing. And nice Blender badge as well... let the world know "da Troof"

    I was careful with my wording. wink

    Replaceing textures with nodes (just one or three say) will reduce RAM, and have no real negative affect on the render times, but start adding nodes (especially maths nodes), and especially many of them, and times are going to go up - and a lot.

     

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,676
    August 2020
    nicstt said:
    TheMysteryIsThePoint said:
    wolf359 said:
    TheMysteryIsThePoint said:
    wolf359 said:
    Some renders of my newly redesigned Spartan armor for the team leader characters in my animated series in development.

    All of the textures are procedural, built with nodes

    Moving on to environments and ships.

    @Wolf359

    This is great work! I love the anodized metal and frosted glass. And the worn look you've mastered is something I am still trying to ge right.

    But have you noticed any decrease in VRAM usage and increase in render times from all the procedural materials? I've read conflicting advice.

     

     

    Hi , Thanks !!

    @nicstt ,your asssement is largely correct and IMHO it is a desirable trade-off from an animation production perspective

    I own Three PC's ,two of which are capable of running my major programs. (Blender , Reallusions Iclone 7& Character creator3 and the Davinci resolve suite of finishing tools)

    I prefer to work and perform look Dev with near realtime viewport peformance and 96 percent accurate preview of what my final shaders& lighting will be , and let the final renders take as long as they need to on my new PC while I can still set up character animation, build models,shaders Watch tutorials (Goof off),on my older PC.

    4K ,image based textures, are just retarded for animated filmking IMHO and I also have a deep seated,visceral HATRED of the whole UV process and avoid it whenever humanly possible.

    I used the included " Discombobulator" add-on to quickly generate this fully procedural sci fi city rendered in EEVEE of course

    That's amazing. And nice Blender badge as well... let the world know "da Troof"

    I was careful with my wording. wink

    Replaceing textures with nodes (just one or three say) will reduce RAM, and have no real negative affect on the render times, but start adding nodes (especially maths nodes), and especially many of them, and times are going to go up - and a lot.

     

    No, thanks @nicstt... That's actually exactly what I was hoping for. I inadvertently built a system that exceeds my render speed expectations, but that often gets Optix out-of-memory errors. I just didn't know what I was doing and had no points of reference to choose my hardware better.

  • wolf359wolf359 Posts: 3,612
    August 2020
    I would emphasize that My current animation pipeline is built around rendering in EEVEE.

    I will do the VFX shots in Cycles(with a denoise node pass) because the smoke and fire simulations just look better in Cycles IMHO.

    EEVEE is a Game engine renderer and Game engines have become good enough for making animated movies and many people are doing just that with Unity & UE4.

    Blender has empowered me to consolidate all of my content creation and rendering pipeline into one powerful ecosystem just as CC3 has consoldated ALL of my character creation animation and lipsyncing into a unified eco system where every Avatar( male or female) can share all textures clothing, morphs and hair assets wether I create them or harvested them from my Daz old content going back a far as millenium 3 and Poser 6.

    "Galactus Rising" Started as Poser/C4D "short film" project with a self imposed frame budget of 7- 10 minutes per frame

    There is not a single genesis figure or ,Iclone created animation, in the first ten minutes of that Movie.

    It was Rendered on an ancient Mac Computer(Where my Old C4D is installed), with a 2.16 GHZ intel dou core and 2 gigs of RAM but that is NOT why this film took 6 years to complete.

    Most of my time was lost having to do full on,ray traced test renders to check texturing and lighting...Before the final rendering could start

    Those days are thankfully over and I am willing to accept anything under one minute per frame with EEVEE or even a "couple of minutes" per with Cycles because I will not have spent endless hours in Lookdev&lighting.

    Also ,with the exception of the Base Iclone CC3 Avatars& skins, I am now creating All of my scene content ,OPTIMIZED FOR BOTH VEIWPORT& ANIMATION PERFORMANCE thus I am not crippled by Daz content with Multiple material zones all with ridiculous 4K textures that were designed by a PA to be rendered for one single still frame in Iray.

    Trust me.... when you have Decent modern hardware, at least two work stations and complete end to end control of your Asset creation pipeline... Actual render times will be the least of your concerns.
  • CinusCinus Posts: 118
    August 2020
    nicstt said:
    Cinus said:

    Made a few tweaks

    Very nice

    Thanks

  • nicsttnicstt Posts: 11,714
    August 2020 edited August 2020
    TheMysteryIsThePoint said:
    nicstt said:
    TheMysteryIsThePoint said:
    wolf359 said:
    TheMysteryIsThePoint said:
    wolf359 said:
    Some renders of my newly redesigned Spartan armor for the team leader characters in my animated series in development.

    All of the textures are procedural, built with nodes

    Moving on to environments and ships.

    @Wolf359

    This is great work! I love the anodized metal and frosted glass. And the worn look you've mastered is something I am still trying to ge right.

    But have you noticed any decrease in VRAM usage and increase in render times from all the procedural materials? I've read conflicting advice.

     

     

    Hi , Thanks !!

    @nicstt ,your asssement is largely correct and IMHO it is a desirable trade-off from an animation production perspective

    I own Three PC's ,two of which are capable of running my major programs. (Blender , Reallusions Iclone 7& Character creator3 and the Davinci resolve suite of finishing tools)

    I prefer to work and perform look Dev with near realtime viewport peformance and 96 percent accurate preview of what my final shaders& lighting will be , and let the final renders take as long as they need to on my new PC while I can still set up character animation, build models,shaders Watch tutorials (Goof off),on my older PC.

    4K ,image based textures, are just retarded for animated filmking IMHO and I also have a deep seated,visceral HATRED of the whole UV process and avoid it whenever humanly possible.

    I used the included " Discombobulator" add-on to quickly generate this fully procedural sci fi city rendered in EEVEE of course

    That's amazing. And nice Blender badge as well... let the world know "da Troof"

    I was careful with my wording. wink

    Replaceing textures with nodes (just one or three say) will reduce RAM, and have no real negative affect on the render times, but start adding nodes (especially maths nodes), and especially many of them, and times are going to go up - and a lot.

     

    No, thanks @nicstt... That's actually exactly what I was hoping for. I inadvertently built a system that exceeds my render speed expectations, but that often gets Optix out-of-memory errors. I just didn't know what I was doing and had no points of reference to choose my hardware better.

    I often use a combination, and find it a good compromise; I have a texture I like, but can manage with just the diffuse.

    Experimenting with the building addon for Blender, and wanted to kill some of the tiling effect; I don't mind the pattern repeating but wanted to reduce its effect.

    The roof however, really looked terrible, so needed to add some variation to blend it away.

    I could add an RGB curves to bring some of the red back, which I might experiment with, but I'm happy enough atm; it's just an experiment so far - no plans. Comparing node images two and three, you can see what I did to add the variation. There are a variety of procedural textures to experiment with.

    Building Gen 01 nodes.jpg
    1361 x 1131 - 295K
    Building Gen 01.jpg
    1245 x 879 - 234K
    Building Gen 02 nodes.jpg
    1521 x 961 - 256K
    Building Gen 02.jpg
    1183 x 1265 - 400K
    Building Gen 03 nodes.jpg
    1509 x 852 - 210K
    Building Gen 03.jpg
    1211 x 1094 - 348K
    Post edited by nicstt on August 2020
  • j cadej cade Posts: 2,310
    August 2020
    Nath said:
    nicstt said:

    I rememeber 2.49 and used it, but can't actually be sure when I first tried it; it wasn't really until 2.5 that it really made sense though.

    Much the same for me, though with 2.23 as the first one I certainly downloaded, but it didn't make sense until much later - I'm impressed that it runs in Win10 (and impressed that I can actually do a bit of modelling in it, more than I could at the time, even if I have to look up some of the key combinations)

    I remember doing this tutorial back in the 2.48 days. I finished it... and then didn't use blender again until the 2.5 ui overhaul

     

    I'm a stanch apologist for the 2.5+ ui. I personally found it perfectly intuitive, but I get any and all complaints before that 

     

  • nicsttnicstt Posts: 11,714
    August 2020
    j cade said:
    Nath said:
    nicstt said:

    I rememeber 2.49 and used it, but can't actually be sure when I first tried it; it wasn't really until 2.5 that it really made sense though.

    Much the same for me, though with 2.23 as the first one I certainly downloaded, but it didn't make sense until much later - I'm impressed that it runs in Win10 (and impressed that I can actually do a bit of modelling in it, more than I could at the time, even if I have to look up some of the key combinations)

    I remember doing this tutorial back in the 2.48 days. I finished it... and then didn't use blender again until the 2.5 ui overhaul

     

    I'm a stanch apologist for the 2.5+ ui. I personally found it perfectly intuitive, but I get any and all complaints before that 

     

    Agreed.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 2,676
    August 2020
    nicstt said:
    TheMysteryIsThePoint said:
    nicstt said:
    TheMysteryIsThePoint said:
    wolf359 said:
    TheMysteryIsThePoint said:
    wolf359 said:
    Some renders of my newly redesigned Spartan armor for the team leader characters in my animated series in development.

    All of the textures are procedural, built with nodes

    Moving on to environments and ships.

    @Wolf359

    This is great work! I love the anodized metal and frosted glass. And the worn look you've mastered is something I am still trying to ge right.

    But have you noticed any decrease in VRAM usage and increase in render times from all the procedural materials? I've read conflicting advice.

     

     

    Hi , Thanks !!

    @nicstt ,your asssement is largely correct and IMHO it is a desirable trade-off from an animation production perspective

    I own Three PC's ,two of which are capable of running my major programs. (Blender , Reallusions Iclone 7& Character creator3 and the Davinci resolve suite of finishing tools)

    I prefer to work and perform look Dev with near realtime viewport peformance and 96 percent accurate preview of what my final shaders& lighting will be , and let the final renders take as long as they need to on my new PC while I can still set up character animation, build models,shaders Watch tutorials (Goof off),on my older PC.

    4K ,image based textures, are just retarded for animated filmking IMHO and I also have a deep seated,visceral HATRED of the whole UV process and avoid it whenever humanly possible.

    I used the included " Discombobulator" add-on to quickly generate this fully procedural sci fi city rendered in EEVEE of course

    That's amazing. And nice Blender badge as well... let the world know "da Troof"

    I was careful with my wording. wink

    Replaceing textures with nodes (just one or three say) will reduce RAM, and have no real negative affect on the render times, but start adding nodes (especially maths nodes), and especially many of them, and times are going to go up - and a lot.

     

    No, thanks @nicstt... That's actually exactly what I was hoping for. I inadvertently built a system that exceeds my render speed expectations, but that often gets Optix out-of-memory errors. I just didn't know what I was doing and had no points of reference to choose my hardware better.

    I often use a combination, and find it a good compromise; I have a texture I like, but can manage with just the diffuse.

    Experimenting with the building addon for Blender, and wanted to kill some of the tiling effect; I don't mind the pattern repeating but wanted to reduce its effect.

    The roof however, really looked terrible, so needed to add some variation to blend it away.

    I could add an RGB curves to bring some of the red back, which I might experiment with, but I'm happy enough atm; it's just an experiment so far - no plans. Comparing node images two and three, you can see what I did to add the variation. There are a variety of procedural textures to experiment with.

    Thanks for showing your node setups.

  • Krys KryngleKrys Kryngle Posts: 278
    August 2020
    Cinus said:

    Made a few tweaks

     

    Cinus - Hair is looking good.  What skin node setup did you use?

  • CinusCinus Posts: 118
    August 2020
    Krampus said:
    Cinus said:

    Made a few tweaks

     

    Cinus - Hair is looking good.  What skin node setup did you use?

    @Krampus Thanks. 

    Attached is an image of my skin node setup. I found that the Subsurface radius is critical. Small changes can significantly alter the way the skin looks. The subsurface radius is dependent on the character scale, so if you are going to try these and your character was imported with Diffeo then you should multiply the values by 100.

    I created some particle brows yesterday. The particle hair system in Blender is fantastic.

    Skin Node Setup.jpg
    1832 x 1352 - 375K
    Jane 4 Particle Brows.jpg
    1440 x 1440 - 318K
  • TheKDTheKD Posts: 2,597
    August 2020 edited August 2020

    More of a small test, default diffeo HD import, didn't fiddle with anything, other than hiding the non HD meshes. The vegitation was made in blender. The renders were also two times larger, but for some reason the forum would not accept them, maybe file size too big. I linked to fullsize version under each
    Cycles render took 8 mins 26 seconds

    https://i.imgur.com/hWgyUPX.jpg

     

    Evee Render took 3 mins 48 seconds

    https://i.imgur.com/9nUssmc.jpg

    cycles 8 min 26 seconds Half Size.jpg
    1400 x 788 - 2M
    evvee 3min 48 seconds half size.jpg
    1400 x 788 - 2M
    Post edited by TheKD on August 2020
  • wolf359wolf359 Posts: 3,612
    August 2020
    Modeled, animated& Rendered in Blender.
  • Rev2019Rev2019 Posts: 167
    August 2020

    post renderers with the V-Ray render plugin

    then things can start to be interesting ;)

    all these renderers looks like Daz 3D and iray already 

    nothing new

  • wolf359wolf359 Posts: 3,612
    August 2020
    Rev2019 said:

    post renderers with the V-Ray render plugin

    then things can start to be interesting ;)

    all these renderers looks like Daz 3D and iray already 

    nothing new

    Lead by example.... start your own Vray thread and Post YOUR Vray renders citizen. :-)
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