DA Let it Snow

24

Comments

  • dracorndracorn Posts: 2,363
    edited January 2016

    Wow, what a difference! 

    Here's my first render, using Bandstand as the base, 'cause I didn't have anything else snowy.  It doesn't transition well into the background, and the color/texture is not very realistic.  I used Flinks snow from Rendo, but was unsatisfied with the results because the flakes didn't render bright white.  I had to add point lights at various places to light them up, and I still didn't like it. 

     

    Here's my second render.  I swapped out Bandstand with the base from The Graveyard, and covered it with the Let it Snow's heavy snow shader for 3Delight.  I added the snow array.  It looks so much more realistic, and the ground makes a better transition into the background photo. Even the shadows on the snowy ground look more realistic.

    I like this and was happy I bought it.  Thanks Design Anvil!

     

     

     

    Winter Queen Original.jpg
    1800 x 1200 - 2M
    Winter Queen w-DA Let It Snow.jpg
    1800 x 1200 - 2M
    Post edited by dracorn on
  • kyoto kidkyoto kid Posts: 42,017
    edited January 2016

    ...pretty impressive.  Still need to sit down and play with this.

    I wonder if this same type of approach might work for placing grass on uneven ground. The only grass shader available in the store is 3DL based. In Iray I have to go back to that "flattened down" look when it comes to scenes with an uneven ground plane which kind of defeats the whole idea of using a PBR render engine.

    ...or have to load and place a lot of instances of grass tufts which is excruciatingly painstaking.

    Post edited by kyoto kid on
  • SimonJMSimonJM Posts: 6,074
    kyoto kid said:

    ...pretty impressive.  Still need to sit down and play with this.

    I wonder if this same type of approach might work for placing grass on uneven terrains. The only grass shader available in the store is just for 3DL. In Iray I have to go back to that "flattened down" look whne it comes to scenes with an uneven ground plane which kind of defeats the whole idea of using a PBR render engine.

    You might get somewhere using the faux fur shaders for Iray as a basis for grass?

  • TSasha SmithTSasha Smith Posts: 27,348

    I have it but it is not installed yet so I cannot play with it yet.

  • kyoto kidkyoto kid Posts: 42,017
    edited January 2016

    ...not enough variance in texture.

    Post edited by kyoto kid on
  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016
    kyoto kid said:

    ...not enough variance in texture.

    Sorry to hear that, can you elaborate more where your experiencing the issue?

    EDIT: NM I see your responding to SimonJM RE Faux Fur shaders for grass. :)

    SnowrenderNew0116.jpg
    800 x 1001 - 212K
    Post edited by Design Anvil - Razor42 on
  • kyoto kidkyoto kid Posts: 42,017

    ..the fur shaders are too uniform.  Grass has a lot of variation in it.  The AoA grass shader for 3DL had a number of different parameter settings for blade width,density, length, clumping etc. 

    I know some have used LAMH (which I don't have) but again the "blades" still seemed more uniform and didn't have the taper of real grass. On top of this you have to import it in as a .obj for Iray which can really ramp up the polys.

    I was just wondering if the concept of shells would also work for a more universal "grass tool" for Iray.

  • kyoto kid said:

    ...not enough variance in texture.

    Sorry to hear that, can you elaborate more where your experiencing the issue?

    EDIT: NM I see your responding to SimonJM RE Faux Fur shaders for grass. :)

    Looks pretty Damn good to me, can't see any repetition there.

  • vwranglervwrangler Posts: 4,982
    edited January 2016

    I was using different options in Let It Snow for a scene, and got a duplicate formulas error when I used the Morphing Snow, the Snow Shell, and the Snow Shell Overlay, and closed the scene, then reopened it again. This is what it said in the logfile:

    WARNING: fileinput\dzassetdaz.cpp(5486): Duplicate formula found linking Value & Snow Thickness in /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf.

    Is anyone else running into that?

    Post edited by vwrangler on
  • Oso3DOso3D Posts: 15,090

    My choice of grass fill for Iray is : http://www.daz3d.com/g3d-da-grass-and-plant-pack

    It works VERY well and can fill large swathes of areas without killing a render. It requires a bit of creativity to get hills and dips, but I've been very pleased. (It also has flowers and other stuff)

    You also have to be a little careful to avoid grass clipping through subjects, but I've had some reasonable results with Collision or moving individual grass instances. (It uses patches of instanced grass, so if you dive in you can move bits more precisely)

    http://willbear.deviantart.com/art/Grasstest5-577228187

     

    (I should get an advertising stipend from DA, heh)

    Another possibility that I don't own but looks useful is http://www.daz3d.com/grassy-grounds-megapack

     

  • scorpioscorpio Posts: 8,533
    edited January 2016
    vwrangler said:

    I was using different options in Let It Snow for a scene, and got a duplicate formulas error when I used the Morphing Snow, the Snow Shell, and the Snow Shell Overlay, and closed the scene, then reopened it again. This is what it said in the logfile:

    WARNING: fileinput\dzassetdaz.cpp(5486): Duplicate formula found linking Value & Snow Thickness in /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf.

    Is anyone else running into that?

    Yes I got a duplicate formula error didn't think to much of it at the time, thought it might have something to do with the LAMH preset I was using - but did think it was odd.

    Just opened the same scene and didn't get the error, but I'd altered it quite a bit from the previous opening.

     

    Post edited by scorpio on
  • kyoto kidkyoto kid Posts: 42,017
    edited January 2016

    My choice of grass fill for Iray is : http://www.daz3d.com/g3d-da-grass-and-plant-pack

    It works VERY well and can fill large swathes of areas without killing a render. It requires a bit of creativity to get hills and dips, but I've been very pleased. (It also has flowers and other stuff)

    You also have to be a little careful to avoid grass clipping through subjects, but I've had some reasonable results with Collision or moving individual grass instances. (It uses patches of instanced grass, so if you dive in you can move bits more precisely)

    http://willbear.deviantart.com/art/Grasstest5-577228187

     

    (I should get an advertising stipend from DA, heh)

    Another possibility that I don't own but looks useful is http://www.daz3d.com/grassy-grounds-megapack

     

    ...I've looked at that but it would be a very tedious process having to place clumps of grass all over an uneven ground plane.  That's what I loved about AOA's Grass Shader for 3DL. Select the surface you want grass on, pick the type of grass and one click, you have grass.  Afterwards you could make adjustments in the parameters tab.

    OK back to Let it Snow.

    So I loaded the Iray version Stonemason's After the War and began selecting surfaces  starting with one of the bridges. After I applied the shell, then the snow effect, the entire road surface vanished There was no bump or texture and during the render test, it appeared the roadway was semi translucent as I could see the supports of the bridge that were underneath the road surface.  It also replaced the texture of the bridge railings from a rough stone, to something that looked like smooth white concrete I was just looking for snow along the top.  Not sure what I am doing wrong. 

    Post edited by kyoto kid on
  • kyoto kid said:

    My choice of grass fill for Iray is : http://www.daz3d.com/g3d-da-grass-and-plant-pack

    It works VERY well and can fill large swathes of areas without killing a render. It requires a bit of creativity to get hills and dips, but I've been very pleased. (It also has flowers and other stuff)

    You also have to be a little careful to avoid grass clipping through subjects, but I've had some reasonable results with Collision or moving individual grass instances. (It uses patches of instanced grass, so if you dive in you can move bits more precisely)

    http://willbear.deviantart.com/art/Grasstest5-577228187

     

    (I should get an advertising stipend from DA, heh)

    Another possibility that I don't own but looks useful is http://www.daz3d.com/grassy-grounds-megapack

     

    ...I've looked at that but it would be a very tedious process having to place clumps of grass all over an uneven ground plane.  That's what I loved about AOA's Grass Shader for 3DL. Select the surface you want grass on, pick the type of grass and one click, you have grass.  Afterwards you could make adjustments in the parameters tab.

    OK back to Let it Snow.

    So I loaded the Iray version Stonemason's After the War and began selecting surfaces  starting with one of the bridges. After I applied the shell, then the snow effect, the entire road surface vanished There was no bump or texture and during the render test, it appeared the roadway was semi translucent as I could see the supports of the bridge that were underneath the road surface.  It also replaced the texture of the bridge railings from a rough stone, to something that looked like smooth white concrete I was just looking for snow along the top.  Not sure what I am doing wrong. 

    The shaders need to be applied to the Geoshell surfaces (the Snow shell) you loaded, which encases the original prop and acts as a base object for the snow settings and shaders, not the base prop itself. 

  • vwranglervwrangler Posts: 4,982
    edited January 2016
    scorpio said:
    vwrangler said:

    I was using different options in Let It Snow for a scene, and got a duplicate formulas error when I used the Morphing Snow, the Snow Shell, and the Snow Shell Overlay, and closed the scene, then reopened it again. This is what it said in the logfile:

    WARNING: fileinput\dzassetdaz.cpp(5486): Duplicate formula found linking Value & Snow Thickness in /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf.

    Is anyone else running into that?

    Yes I got a duplicate formula error didn't think to much of it at the time, thought it might have something to do with the LAMH preset I was using - but did think it was odd.

    Just opened the same scene and didn't get the error, but I'd altered it quite a bit from the previous opening.

     

    Huh. This is weird. I reopened that same scene, and hadn't changed it at all since the previous open, but this time, didn't get the duplicate formulas error.

    Some sort of weird, intermittent glitch, I guess. Hopefully, it stays away.

     

    kyoto kid said:
    I wonder if this same type of approach might work for placing grass on uneven ground. The only grass shader available in the store is 3DL based. In Iray I have to go back to that "flattened down" look when it comes to scenes with an uneven ground plane which kind of defeats the whole idea of using a PBR render engine.

    There is a set of ground shaders for Iray (and also for 3DL, as it happens) in the store, but they're not designed for the sort of work that the AoA 3DL shaders are; they don't have length morphs or anything like that. I don't know if increasing the value of the normal maps would work to make them look rougher, taller, longer; you'd need to ask Jen Greenlees about that, since she developed them.

    http://www.daz3d.com/ground-shaders-for-daz-studio

    http://www.daz3d.com/nature-shaders (I have these, but haven't used them, and the promo pictures don't give you any clue how you might actually use them in a scene)

    There's also two sets of ground textures for Iray by another vendor, but again, haven't used those.

    http://www.daz3d.com/ground-textures-2

    http://www.daz3d.com/ground-textures

    Post edited by vwrangler on
  • Oso3DOso3D Posts: 15,090
    edited January 2016

    The problem with trying to do the same thing in Iray is that Iray displacement is hugely render intensive at the scale you are talking about. It's also only capable of going straight out from the object surface, not curved like actual grass. I've experimented with displacement-based grass, and at reasonable length and close to the camera, it looks absolutely terrible.

    Most grassy/etc surfaces will rely on small amounts of displacement, which look great unless you really want grass more than an inch in height.

    LAMH is limited at the moment due to limitations in NVIDIA's instance support (as I understand it). With 3DL, LAMH is capable of replicating arbitrary objects (I think?) instead of hairs, so you'll have the ability to replicate very natural grass blades in Iray. Some day.

     

     

    Post edited by Oso3D on
  • barbultbarbult Posts: 26,423
    vwrangler said:

    I was using different options in Let It Snow for a scene, and got a duplicate formulas error when I used the Morphing Snow, the Snow Shell, and the Snow Shell Overlay, and closed the scene, then reopened it again. This is what it said in the logfile:

    WARNING: fileinput\dzassetdaz.cpp(5486): Duplicate formula found linking Value & Snow Thickness in /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf.

    Is anyone else running into that?

    Yes. I got an error pop up and found this in the log file:

    WARNING: fileinput\dzassetdaz.cpp(5486): Duplicate formula found linking Value & Snow Thickness in /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf.
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf
    WARNING: fileinput\dzassetdaz.cpp(5253): Could not find output property for formula: Geometry%20Shell%201:/Props/DA%20Let%20It%20Snow%20/DA%20Snow%20Shell.duf#Offset?extra/studio_modifier_channels/channels/Value in file : /data/Design%20Anvil/DA%20Let%20it%20Snow/DA%20Snow%20Shell/Morphs/Design%20Anvil/Snow%20Thickness.dsf

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016

    Sorry guys, I haven't been able to pin down the exact cause of this error popup. It shouldn't effect the functionality of the shell as far as I can tell. Though it would be good to get it cleaned up.

    Has anyone submitted a bug ticket for the error?

    Post edited by Design Anvil - Razor42 on
  • FishtalesFishtales Posts: 6,218
    edited January 2016

    No problems like that here yet.

    I tried it out on this old render, ignore the background hills as they aren' part of the terrain. The only trouble I had was the leaves that had Alpha Maps. To get them to render properly, rather than flat squares, I had to put the Alpha Map for the leaves into the Snow Shell.

    Kingdom in the Snow

    Click on image for full size.

    kingdom-snow-001.jpg
    1200 x 800 - 793K
    Post edited by Fishtales on
  • kyoto kidkyoto kid Posts: 42,017

    ..I've been getting the same error message.  Stranger, If I close the file wituout saving to reset to the original textures, I still find the shell is in the scene after reopening it and I can find no way to delete the shell.I had to delete the entire set I was using and reload it to get rid of the shell.

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016
    kyoto kid said:

    ..I've been getting the same error message.  Stranger, If I close the file wituout saving to reset to the original textures, I still find the shell is in the scene after reopening it and I can find no way to delete the shell.I had to delete the entire set I was using and reload it to get rid of the shell.

    The shell is a geoshell and when loaded is made a sibling to the target object. You can just drill down and select it in the scene tab and delete it.

    Post edited by Design Anvil - Razor42 on
  • Oso3DOso3D Posts: 15,090

    WOOT. Picked that up today:

    http://willbear.deviantart.com/art/Snowy-coach-582797362

    GREAT product. MAYBE I could pull off the effects, given a huge amount of time per image. Maybe. This saves me time and has a lot of inspired bits, and is a great launching point for converting it to all sorts of other stuff (sand, ash, cherry petals, etc)

     

  • I haven't been this jazzed about a product in a while. I think it's going to definitely breathe new life into a lot of older sets and vehicles that I haven't used in a while because it makes creating believable wintry scenes relatively easy. It's going to greatly reduce the postwork I do on snowy scenes. Thank you!!!

  • hacsarthacsart Posts: 2,034

    Have to admit, that even though I am the alpha DAZ tightwad when it comes to spending, this one made the cut.. Only thing I'd like to see added would be some good documentation or tutorials..
     

  • Thanks for the comments!

    I'll put together some quick How to's for the pack when I get a chance.

    Let me know if there is something specific you would like to see.

  • barbultbarbult Posts: 26,423
    edited January 2016
    I would like to know how to size the snow down on large surfaces that have very few polygons. Some building walls are like that. I tried tiling, but that caused obvious repetitive squares of snow in the wall texture.
    Post edited by barbult on
  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016

    Okay here is a workflow example tutorial similar to the one on the product page, but with a bit more depth.

    Let me know what you think. I will look at covering the manual settings on the snow shells next, it may be a few days though. 

    Sorry for the grainy renders, I didn't have time to let each one fully bake.

     

    Panel01.jpg
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    Panel02.jpg
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    Panel03.jpg
    800 x 703 - 121K
    Panel04.jpg
    800 x 703 - 125K
    Panel05.jpg
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    Panel06.jpg
    800 x 703 - 91K
    Post edited by Design Anvil - Razor42 on
  • Oso3DOso3D Posts: 15,090

    Ah, I hadn't considered the use of multiple shells.

    It also makes me wonder... could these be applied to decals? That might be useful to get snow to be on a surface from one direction, if the object is being difficult. Mmm.

     

  • nDelphinDelphi Posts: 1,929

    Thanks for the tutorial!

  • Looks like a great start on a tutorial.  It will really help.  I still haven't had a chance to play with it.  I'm hoping to play as soon as a few irons get out of my fire.

    p.s. DA thank you for the nice comment on my Winter Cabin scene.  I appreciate it.  That moose sure could have used this product, though, as I think my postwork skills still need improvement.

  • Lonesome CowboyLonesome Cowboy Posts: 162
    edited January 2016

    Hi, i made a few tests with this tool. I think it is the best tool at the moment, but there are some problems.

    I made 2 pics. The first was a try with Iray: a spaceship wrecked in ice. It should look like in design anvils pics here above with middle snow (the first or the 3rd one), but i was not able to adjust the snow so.
    Either it was only FULL snow or too LESS snow (see pics 3-5). I wasn't able to adjust a "middle-way" here. It should look like in the garden-pics or from Erik above.
    Same problem with the stones laying around the ship.
    After a few hours (4-5) i gave up.

    I made an new pic now with M6 with Truancy-clothes in a snow-area in 3DL now.
    Because it is not possible to bend the cap of the truancy-jacket, i made it invisible, but as i set the geoshell on it i got the result you see in the 2nd pic.

    So i put the shirt off and "snowed" M6 directly with the Shader.
    You see the result in the first pic. I was not able to make the eyes free from the snow although i deactivated alle eyes in the surface - tab (before adding the shader and after).
    2nd problem here is that the snow is in broken bits. I don't know what to do here.
    Adjusting height and width was not a good idea as you can see on his fingers.

    And i do not understand which Snow shell adjuster presets i have to select in which combination with which shader.

    Can anybody help me with my >= 3 problems?
    Thanks

    because i am not a native english - speaker, please don't use idioms :-)

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    2016-01-05 19_10_41-DAZ Studio 4.8 Pro - Raumschiffabsturz1 - Iray.duf (Keine Rückmeldung).jpg
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    2016-01-05 19_19_51-DAZ Studio 4.8 Pro - Raumschiffabsturz1 - Iray.duf.jpg
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    Post edited by Lonesome Cowboy on
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