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Very, very nice on the volumetrics image! Sweet!
-- Walt Sterdan
Hehe thank you so much:)
Is there a way ti reinstall omnifreakers shaders? Those for emissive surfaces. I suspect the don't work properly
That would be the Omnifreaker UberArea Light Shader, which is part of the DS defaults starter pack, if I'm not mistaken. So yeah it should be possible to let DIM reinstall the stuff (or do a manual install, the only methods I use, won't touch connect or central with a 20 foot pole;)And I've used the shader with no issues in DS4.20.
What kind of issues are you seeing?
The light behaves weird after shader applied. In previous vesions I can make any object to be a source of light with UberArea Light Shader now it works differet. Only light plane gives some illumination
So here's how I set up a DS standard pointlight to work with the SM Voume shader, or rather how I set up the volume:
1 I established the lightlevels for the pointlight and the UbetEnvironment2 diffuse light. Without fog!!
2 I created a primitive cube to serve as the volume, and placed it so it intercepted the floor, walls and ceiling, but left the camera just outside. Instead of setting opacity color to a none black, while positioning, I created a geoshell and set opacity to 75%, much easier to hide in the scene tab by clicking the eye icon.See attachment:
3 Made a few testrenders in progressive mode to set up the volume, settings attached:
4 Final render in non progressive mode:
I was wondering if anyone has come up with a 3DL shader for dforce\strand based hair, particularly one that uses the diffuse map from the parent figure to determine the colors of the corresponding strands.
Very good question! I recall it could be done (although with some limitations regarding texture size) in the Garibaldi editor, but, correct me if I'm wrong, wouldn't this depend on how the hair model is UV-mapped? And. to further add to the confusion, I heard the dForce SBH hairs use different mapping than the make-it-yourself SBH hairs? With a proper UV-mapping any shader that accepts diffuse maps would work!?
Also, I can export GB hair to mesh with the option of choosing UV-direction. Don't know if it's possible with SBH?
@Ethin, Do you have any specific products in mind?
I wish the pictures loaded...
Just tried, still no luck..
Post updated now!
I got managed! Thank you! Awesome gift for New Year! You have done amazing thing! Best wishes and Happy New Year!
Really happy to hear that:) Happy New Year to you too!
Hm maybe give Oso3D a PM? He should know if what you ask is possible? And ( I forgot about it) I started a thread on the subject of SBH, but haven't had the time to fully look into ithat stuff yet.
Ok, and thanks for the link.
Can Anyone tell me how I can get this kind of Renders from 3delight , somehow I can I guess its either genesis 1 or genesis 2 figure but rest of them can anyone I have just started 3delight.
Are you sure that is a 3DL render? looks more like Poser6, and the characters look older than Genesis, they look like Victoria3 and Michael 3.
Very useful thread! I know 3Delight is officially dead, but it's the only renderer I have used, and I don't plan on updating DS any further so that I can keep using it. After messing around on my own for years, I took the time a couple years ago to finally learn some of the basics of the so-called 'linear workflow', i.e. using gamma correction properly, and messed around with various skin and lighting settings to squeeze as much realism out of 3Delight as I could, which was very satisfying, as there was a huge improvement in the look of the renders.
That being said, I think 3Delight can especially shine with a more stylized vision. I wanted to share a little bit of the method I thought up to make something more stylistic for some character designs. My goal was to make an image that looked more like a digital painting than something realistic. With that in mind, a lot of 'trickery' can be employed.
1. I used the Visual Style Shader on pretty much everything except the hair, which I'll get to in a moment. I played around with these settings quite a bit until I landed on something I liked.
2. Pretty much no textures at all! Some exceptions to this are the eyes, but the skin is just a color. By default, this means that a character wouldn't have things like eyebrows because those are included in the texture. So to get around that, I ended up adding multiple geometry shells with opacity control maps to add back things like eyebrows, as well as adding blush to the skin. Once I figured this out, it created a lot of freedom to change skin tone or eyebrow shape or whatever without having to edit a texture and modify all the other control maps to go with it.
3. To add to the look I was going for, I also replaced the character's teeth with simple arch primitives. Having each individual tooth seemed too realistic for the stylized look I was going for.
4. As for the hair...this is something I've struggled with in 3Delight since, as we know, hair can be very render-intensive, to the point where some of the highest quality hair models would just take hours and hours to render. One solution I came up with here, which passes in a more stylized render, is to turn off the shadow casting of the hair. The problem with that, is it can look weird when hair isn't casting any shadow at all on a character, so for each hair model, I create a geometry shell that has the Fantom shader applied. This fantom shell is what casts shadows, but it to ensure everything still renders quickly, it doesn't (generally) use a control map. Essentially, you have nice looking hair with the correct opacity control map, casting a much simpler shadow. The other thing I had to do to make this work is turn "Accept Shadows" OFF for the hair model itself, otherwise the fantom hair casts weird shadows on the hair too. The downside to this is that if you were to put a hat on the character's head, the hair wouldn't be occluded with shadow. But, you can also get around that by simply "painting" the hair with darker bands in the Diffuse Color image. It's not a perfect solution, but the result isn't bad and works surprisingly well with some of the most detailed hair models, which can now render very quickly. Also, like everything else, there is not texture or even bump applied to the hair. It's just a color and opacity map.
5. The lighting is also simple, and doesn't need to be complicated with the Visual Style Shader. In the example below there's one point light in the front and a specular-only light coming from behind, but I did also pair it with an ambient light which simply made things look a little better, particularly with the skin. The actual render had a transparent background, I just added a grey background in postwork.
Anyway I'm sure this method could be tweaked further but I just wanted to illustrate something that can be done when not going for realism. It can be a lot of fun doing something more stylized too. :)