Carrara Community Art Gallery - Show us your Renders!!!

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  • magaremotomagaremoto Posts: 1,226
    edited May 2021

    testing DOF and glare

    Doc2.jpg
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    Post edited by magaremoto on
  • MistaraMistara Posts: 38,675

    converted to carrara.  stillfighting with saving the pose presets in carrara.  the poser presets move the figure back to center

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  • MistaraMistara Posts: 38,675
    edited May 2021

    tee hee   500 percents bump amplitude

     

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    monster lo heart.jpg
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    Post edited by Mistara on
  • MistaraMistara Posts: 38,675

    Headwax said:

    May be an image of 9 people

     

    apparenty according to forum software this maybe an image of 9 people

    kewl.  reminds me of that Bosch painting.  think it was called garden of unearthly or earthly 

  • StezzaStezza Posts: 8,006
    edited May 2021

    it's cold outside!

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    Post edited by Stezza on
  • MistaraMistara Posts: 38,675

    playing with the pbr plugin and displacement and replication. 

  • MistaraMistara Posts: 38,675

    is any tricks to make tiling jpg look not so tiled?

  • HeadwaxHeadwax Posts: 9,969

    magaremoto said:

    testing DOF and glare

    an underutilised carrara characteristic - nice work with the dof - could be magical!

  • HeadwaxHeadwax Posts: 9,969

    Stezza said:

    it's cold outside!

    Nice visual joke there Stezza :) Yep wind goes stright through today!

  • HeadwaxHeadwax Posts: 9,969

    Mystiara said:

    playing with the pbr plugin and displacement and replication. 

    effective job on the flowers on the ground !

     

    to get rid of that tiling look - one approach I have tried but doesnt work perfectly is to add a mixer to the colour channel,

    then use the same two textures i n both resulting channels but flip one texture on its side 

    then put eg cellular or noise in the blend channel 

    export the resulting texture at 4028 

    then in PS use the clone brush to obliterate as much of the tiling effect as possible,

    then reuse that modified texture on the plane back in carrara

     

  • MistaraMistara Posts: 38,675
    edited May 2021

    thanks.  i should do more with the blend in shaders.

     

    rendered another surface rep diaster.  some are floating, some sinking.  meh    randomized the wrong options.

    Post edited by Mistara on
  • DartanbeckDartanbeck Posts: 21,331

    magaremoto said:

    thx DB, well it mainly depends on good maps and lighting; G8 Hersilia has very good maps suitable for testing sss in carrara, what I actually do is create a skin shader usable for any lighting condition, by tweaking color and sss channels

    here are 2 screenshots: in the first you can see how doubling the map and invert its color you can make skin more or less reddish (it counts a lot), in the second one you can check my simple sss settings; normally I act on color tab and intensity slider only.

    maps with white or pink background (like Hersilia's) work better in carrara; translucency is needed only for ears shader most of times

    about lighting, I suggest to keep it simple, just a good irradiance map and a bit of sky light, as in my shot, it speeds up rendering times considerably

       

    Thanks Magaremoto! I'll try playing with this more.

  • DartanbeckDartanbeck Posts: 21,331

    Very cool renders, all! 

  • magaremotomagaremoto Posts: 1,226

    Headwax said:

    magaremoto said:

    testing DOF and glare

    an underutilised carrara characteristic - nice work with the dof - could be magical!

    absolutely

    DOF, glare, haze and light fog are all part of my realistic scene settings

    the guys behind carrara did a great work indeed

  • HeadwaxHeadwax Posts: 9,969

    magaremoto said:

    Headwax said:

    magaremoto said:

    testing DOF and glare

    an underutilised carrara characteristic - nice work with the dof - could be magical!

    absolutely

    DOF, glare, haze and light fog are all part of my realistic scene settings

    the guys behind carrara did a great work indeed

     

    i second  that, wonder where they are now....

  • magaremotomagaremoto Posts: 1,226

    Dartanbeck said:

    magaremoto said:

    thx DB, well it mainly depends on good maps and lighting; G8 Hersilia has very good maps suitable for testing sss in carrara, what I actually do is create a skin shader usable for any lighting condition, by tweaking color and sss channels

    here are 2 screenshots: in the first you can see how doubling the map and invert its color you can make skin more or less reddish (it counts a lot), in the second one you can check my simple sss settings; normally I act on color tab and intensity slider only.

    maps with white or pink background (like Hersilia's) work better in carrara; translucency is needed only for ears shader most of times

    about lighting, I suggest to keep it simple, just a good irradiance map and a bit of sky light, as in my shot, it speeds up rendering times considerably

       

    Thanks Magaremoto! I'll try playing with this more.

    my pleasure DB, most of time a good map has all we need to get an effective realism, as body scans can prove

  • magaremotomagaremoto Posts: 1,226
    edited May 2021

    trying to match camera and lighting between carrara and 3delight

     

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    3delight.jpg
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    Post edited by magaremoto on
  • MistaraMistara Posts: 38,675

    magaremoto said:

    Dartanbeck said:

    magaremoto said:

    thx DB, well it mainly depends on good maps and lighting; G8 Hersilia has very good maps suitable for testing sss in carrara, what I actually do is create a skin shader usable for any lighting condition, by tweaking color and sss channels

    here are 2 screenshots: in the first you can see how doubling the map and invert its color you can make skin more or less reddish (it counts a lot), in the second one you can check my simple sss settings; normally I act on color tab and intensity slider only.

    maps with white or pink background (like Hersilia's) work better in carrara; translucency is needed only for ears shader most of times

    about lighting, I suggest to keep it simple, just a good irradiance map and a bit of sky light, as in my shot, it speeds up rendering times considerably

       

    Thanks Magaremoto! I'll try playing with this more.

    my pleasure DB, most of time a good map has all we need to get an effective realism, as body scans can prove

    i like your ui color scheme  

  • MistaraMistara Posts: 38,675

    Rynne after the toe fix.  starting to think it was worth it.  lol

    mixed in fitness. and breast gone for a fey look.

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  • magaremotomagaremoto Posts: 1,226
    edited May 2021

    thx Misty, gold and bright green are good colors to stimulate creativity. I really appreciate your commitment on G8 figures, thx again

    here is the iray matching at the moment

    iray.jpg
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    Post edited by magaremoto on
  • MistaraMistara Posts: 38,675

    Rosita.  pbr

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  • cynthia1968cynthia1968 Posts: 34
    edited June 2021

    That's awesome Mystiara.

    I'm working on an animation, this is a screen caputer of the titile screen, introducing the first main character....

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    Post edited by cynthia1968 on
  • MistaraMistara Posts: 38,675

    i'm doing something wrong with the eyes.

    all that work on the eyelashes looks terrible.  sigh

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  • DiomedeDiomede Posts: 15,133

    Wow so much going on since I last checked in this thread.

    - magaremoto, the realism and lighting in these latest renders are top notch.

    - Misty, glad you are getting these funky characters in Carrara with the DUF plugin.  Agree, something is up with the eyelash shader, or the eyelash is being distorted somehow.  Otherwise, looks amazing.

    - cynthia1968, wow, you are still getting amazing results with the classic figures.  You and UB should offer a thread of older figure tips and tricks.  I am looking forward to the animation.  Great stuff.

  • MistaraMistara Posts: 38,675

    discovering not all layered make up is of the same quality.  thought i had it licked but some are showing anti aliasing lines.

    alas experimenting lead to some interesting summing and gaussian filter stuff

    https://www.daz3d.com/forums/uploads/FileUpload/a5/1e36d9c48d0779ad20c64aabc33437.jpg

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  • MistaraMistara Posts: 38,675

    more playing with pbr + HDR.  needs some softbody on the straps, theoretically should work.

    200

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  • MistaraMistara Posts: 38,675

    learned the dyn hair shaders is more than just colors.  saves stuff like strand thickness.

    oblivion01a.hdr

     

     

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  • MistaraMistara Posts: 38,675

     

    this is what she supposed to look like https://www.daz3d.com/leony-character-clothing-and-hair-bundle ; lol

     

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  • magaremotomagaremoto Posts: 1,226
    edited June 2021

    Diomede said:

    Wow so much going on since I last checked in this thread.

    - magaremoto, the realism and lighting in these latest renders are top notch.

    ....

    thx Diomede laughcool

    here a test to reduce by half the render time and act in post to get a decent realistic outcome:

    a- final render

    b-logarithmic lut

    c-final result

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    b.jpg
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    c.jpg
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    Post edited by magaremoto on
  • magaremotomagaremoto Posts: 1,226

    here is an animation test, poor flickering, 29 minutes/frame

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