HDRI Wizard and VDB Wizard - Share Your Renders
EZ3DTV
Posts: 1,692
Hello friends!
Please share the artwork you have created with HDRI Wizard and VDB Wizard here. I am very interested in what people make with these in Daz Studio.
It does not have to be finished. A test render, a sky you liked the look of, a volume that did something you did not expect - I want to see those as much as the polished pieces. Some of the best things these programs do were found by accident, and an accident is only worth anything once somebody shows it to somebody else.
If you post something, consider saying a little about how you got there. Which preset you started from, what you changed, whether you lit the scene with the dome or used a plate. Settings travel further than pictures do, and someone reading your post will get where you got in a quarter of the time.
Combinations are especially welcome. The habit is to reach for one or the other and take it as it comes, but a sky and a volume working on each other in the same scene is a different kind of making, and it is the work I most want to see here.
If something did not come out the way you wanted, show it anyway and say so. That is often more useful to me than a success - several things in both programs exist because somebody posted a render and asked why it looked like that. I would rather see the one that went wrong than never hear about it.
And honestly, I learn what to build next from what you make. I can only think of so many skies on my own.
Hare on the Rock - both programs in one scene.
The sky is HDRI Wizard. The violet gradient and the darker band sitting behind the treeline are atmosphere bands, not a painted backdrop, which is why the trees read as silhouettes against it rather than cutouts on top of it.
The mist is a VDB Wizard swarm conformed to the terrain, and that is the part I would point at. I did not place any of it. It settles into the hollow, lies across the water, and thins out where the ground rises, because it is following the land instead of floating at one height. The tendrils climbing between the trunks come from the swarm itself.
The hare is there for scale, and because the scene seemed to want someone in it.
EZ3DTV


Comments
Corwin Vale does not do this for the village, and he would tell you so if you asked. He does it for coin, and the coin was bread and a few coppers and a wheel of cheese, and it was enough, because October is a hungry month for everyone. What the villagers are paying for is not courage. It is timing. The spike in his hand is ash, cut green and dried slow, with no silver on it and no blessing, because he has never needed either. What he needs is the hill behind him, and the sun just now coming up over it, and the stars going out one by one while the thing he has come for runs out of dark to stand in. Four minutes, he reckons. He has killed in less. He starts down the road with the light at his back and two pairs of yellow eyes keeping pace at his heels, and he does not hurry, because hurrying is how the other ones died.
Night sky built in HDRI Wizard, rendered in Daz Studio with Iray.
The sky in this one is HDRI Wizard, and the texture is Physics Bokeh used somewhere it was never aimed. Instead of a few bright highlights, it is many large bokeh discs overlapped until they intersect, then dimmed right down. Once enough big discs pile up you stop being able to find their edges, and what survives is the low-frequency variation where three or four happen to overlap against where only one does - and that is what reads as air rather than as circles. The prism effect is what makes it organic. Overlapping discs of a single color only vary in brightness, and brightness-only variation looks mechanical. The prism gives each disc its own spectral drift, so the overlaps sum hues instead of levels. Real air, water and smoke never vary in density alone - scattering is wavelength-dependent, so they vary spectrally. The eye calls that organic. The sun is the sky's own sun, not a bokeh.
The land is TerraDome 3, the B Zone - the crescent piece that wraps the center area. It comes into VDB Wizard at its authored scale, 515 meters across and 257 deep, 542,965 vertices and 1,083,344 triangles, with the mesa morphs applied. The camera is a 65 mm at knee height, about half a meter off the ground, tilted up 14 degrees to put the ridgeline where I wanted it.
The fog is 10,500 swarm VDB blobs generated against that mesh at 49 cm voxels, which comes out at a little over 1.5 million density voxels. Camera culling is on, so the blobs are only placed where the camera can actually see, and the occlusion pass hides the ones that would sit behind a ridge. That is why the mist banks against the rock and fills the saddle between the two peaks instead of floating as an even haze.
The part I like is that the sky and the fog are the same idea in two places. The sky is discs scattered and overlapped until they stop being discs and become weather. The fog is spheres scattered and overlapped until they stop being spheres and become a volume. One in 2D on a dome, one in 3D on a landscape, both in the same render.
Rendered in Daz Studio. Figure added for scale - without someone standing there the mesas could be twenty meters or two kilometers, and the eye has nothing to measure against.
I took a couple of zombies trick-or-treating on a dark night with a big full moon.
Didn't start from a preset, just turned everything off then poked at random controls until I found what I needed, and added on bits from there. No backplate used.
The moon is amazing! I love the texture you added to the moon! Adding the deep texture and then blurring is a very nice technique! Thanks for sharing! Beautiful to see HDRIW at work in awesome art like this! Keep 'em coming peeps!
This image contains VDB clouds created in VDB Wizard and a HDRI made in HDRI Wizard, both tailored for the Daz Studio camera.