Question on Stonemasons 'Desert Outpost' & 'Enchanted Forest.'

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  • HorusRaHorusRa Posts: 1,665
    edited August 2017

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    Post edited by HorusRa on
  • isidornisidorn Posts: 1,601

    Thanks for the explaining of sub divisions. There's so much to learn about DAZ studio...

  • HorusRaHorusRa Posts: 1,665
    edited August 2017

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    Post edited by HorusRa on
  • A model which doesn't load with SubD on should work in Iray as it does in 3Delight; a model that does load with SubD may need its setting adjusted up if it is obviously polygonal when rendered, or if it is failing to show the expected detail in an HD morph (though few, if any, should need more than the default value for HD morphs).

  • KeryaKerya Posts: 10,943

    Back to the question - there are some overhead views of Enchanted forest here:

    http://www.daz3d.com/forums/discussion/28905/iso-jungle-rainforest-set

     

  • HorusRaHorusRa Posts: 1,665
    Kerya said:

    Back to the question - there are some overhead views of Enchanted forest here:

    http://www.daz3d.com/forums/discussion/28905/iso-jungle-rainforest-set

     

    Thanks, but I purchased 'Return to enchanted forest' yesterday. smiley

  • HorusRaHorusRa Posts: 1,665
    edited August 2017

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    Post edited by HorusRa on
  • fastbike1fastbike1 Posts: 4,081

    With Stonemason I would certainly just render with appropriate shaders and look at the results before I got too focused on making adjustments that someone else says "have" to be made.

    It's pretty clear from almost any discussion here that folks have widely varying criteria, perceptions, desires, and standards.

    I have also found that most/many/all of us occasionally speak confidently on topics we don't actualiy understand (or haven't experienced).

    As always, YMMV.

  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    HorusRa said:

     

    oh ok, I see. I didn't know about the displacement thing at all in relation to IRay. I'm used to subdividing models in TrueSpace and Lightwave all these years, so that is clear, but wasn't aware that one would do, or need to do this in Studio. I was sure Stonemason subdivided enough when building his models, though I haven't looked at the wireframe, so I wasn't really sure what Szark was getting at. I understand what is meant now, it being more an Iray thing, I'm guessing mostly on older model sets. Thanks for explaining the Displacement thing.

    Well, to be clear, subdivision is a pretty HUGE part of DAZ Studio.  Specifically, in 3Delight, all the characters from Genesis on have a 'render-time subdivision' going on, where the mesh you manipulate is a low-density mesh, but when you click 'render', it subdivides it a certain number of times 'behind the scenes' before rendering it.  HD morphs take this a step further, and subdivides further towards a much more detailed mesh.  A real amount of the power and value of DAZ Studio is in various tricks related to subdivision...

    Older sets will often benefit from some level of subdivision, but I won't usually do that until I've seen issues in a render.  There's not much point in subdividing an object that's going to be fuzzed by DoF anyhow...

    Iray is not alone in needing the object to be subdivided in order to apply displacement mapping, by the way.  LuxRender (via Reality/Luxus) has the same issue, requiring the objects to be subdivided before displacement can have an effect.  It's also helpful to set 'render time subdivision' for Genesis-tech characters under LuxRender and Luxus, or (as I mentioned) the model that gets sent to the rendering engine will be the low-poly one you manipulate.  This will cause blocky responses to shadows across what should be curves of the body if you don't tweak it.

    I'm not sure why other rendering engines haven't adopted spot-subdivision for displacement mapping; there's probably a technical reason it doesn't work as well in PBR renderers.

    --  Morgan

     

  • SzarkSzark Posts: 10,634

    Firstly sorry for not replying I forgot to bookmark the thread, my bad.

    fastbike1 has a point but in my shot Iray experience if you want the best then all surfaces will need tweaking. The auto convert isn't perfect but a good base to work from.

    Now the reason I say use Sub-D in DS and not the Iray shader first is purely down how efficient Stonemason is at modeling so most of the meshes just don't look right in Iray or 3DL when left alone. Some of the tree sets trunks are a little square so using Sub-D will round them off better. It is a personal choice though.

    Sub-D in the Iray shader is ok depending on the mesh and you won't really know if it will work or not. I have come across a few meshes in other sets that will not take Iray displacement instead it distorts the mesh. The only option in that case is to make Normal maps but not really that easy for a beginner as most bump or displacement maps need adjusting before making a normal map using plug-ins for Photoshop or GIMP.. That image I posted uses Iray shader displacment at a level of 3.

     

  • Joe WebbJoe Webb Posts: 837

    isidorn I'm still pretty new to Daz so at first I grabbed up a few items that had no relation to anything else I had. So now I look at a product that automatically makes me drool and think "what do I have or can get that goes with this?" Yes, this is a huge revelation for the likes of me blush

    HorusRa glad you made a good choice for your needs. Sometimes I wish there were reviews of the products here, if only to let me know a little bit more usage information, such as an overhead of sets provided in environment props.

    I'm really happy to see the Sub-D discussion, as I only have a vauge clue about what that is and how to use it. So thank you Uthgard et al

    BTW I rendered up a little scene with Outpost, pretty much at default settings (with some Atmocam and a little postwork smoke and such). Just so you can see what you didn't get devil

    Desert Nomad

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