How I can do this?

How I can do this with Daz? Do I need other program? Is difficult to make something like the image attached If I'm a begginer? 

 

Thanks! smiley

3485379857384545.jpg
1280 x 720 - 91K

Comments

  • Jason GalterioJason Galterio Posts: 2,562

    It looks like two rendered images that were layered together in Photoshop and then cut (with a decent feathering) around the middle point.

    One image would be the woman and clothes, going through the floor.

    The second image would be the woman with a glass (or water) texture, as well as the puddle.

  • BeeMKayBeeMKay Posts: 7,019

    As Jason Galterio said.

    If you are looking for the puddle ro render, try this: http://www.daz3d.com/liquid-pack

  • Lissa_xyzLissa_xyz Posts: 6,116
    That looks like one of SaphireNishi's, in which case if it is, it was most likely done in 3dsmax.
  • FirstBastionFirstBastion Posts: 8,048

    How I can do this with Daz? Do I need other program? Is difficult to make something like the image attached If I'm a begginer? 

     

    You would need to make at least two renders, one of the model with skin and clothing,  and one,  using the water/glass shader,   perhaps a third. you would need Photoshop or similar paint program  to layer  these various renders,  you would need a water puddle type prop.    It would be a challenge for a beginner,  but if you do pull it off, you would learn a lot in the process.

  • Thanks! laugh

  • Kendall SearsKendall Sears Posts: 2,995
    edited April 2016

    How I can do this with Daz? Do I need other program? Is difficult to make something like the image attached If I'm a begginer? 

     

    You would need to make at least two renders, one of the model with skin and clothing,  and one,  using the water/glass shader,   perhaps a third. you would need Photoshop or similar paint program  to layer  these various renders,  you would need a water puddle type prop.    It would be a challenge for a beginner,  but if you do pull it off, you would learn a lot in the process.

    Water prop (sickleyields would probably work), PGE to hide unwanted polygons on the genesis, a geometry shell to blend the skin texture and water shader, and possibly a deformer or 2 to match the edges of the water prop and genesis smoothly.

    Hide unwanted parts of genesis and remove polygons from the genesis where it would interfere with the water prop.  Use deformers to match the edges of the prop and the remaining edges of the genesis.  Then modify the skin texture by creating a transmap to allow the skin to blend with the water.  Create a geometry shell for genesis and apply the water shader to it.  Scale the shell down to match the size of genesis.  Hide the unwanted parts of the shell.

    The rest is tweaking.

    Kendall

    Post edited by Kendall Sears on
  • Where I can find a tutorial for that?sad

  • NovicaNovica Posts: 23,924

    How I can do this with Daz? Do I need other program? Is difficult to make something like the image attached If I'm a begginer? 

     

    You would need to make at least two renders, one of the model with skin and clothing,  and one,  using the water/glass shader,   perhaps a third. you would need Photoshop or similar paint program  to layer  these various renders,  you would need a water puddle type prop.    It would be a challenge for a beginner,  but if you do pull it off, you would learn a lot in the process.

    Water prop (sickleyields would probably work), PGE to hide unwanted polygons on the genesis, a geometry shell to blend the skin texture and water shader, and possibly a deformer or 2 to match the edges of the water prop and genesis smoothly.

    Hide unwanted parts of genesis and remove polygons from the genesis where it would interfere with the water prop.  Use deformers to match the edges of the prop and the remaining edges of the genesis.  Then modify the skin texture by creating a transmap to allow the skin to blend with the water.  Create a geometry shell for genesis and apply the water shader to it.  Scale the shell down to match the size of genesis.  Hide the unwanted parts of the shell.

    The rest is tweaking.

    Kendall

    LOL- I know you're trying to be helpful (as usual) BUT did you read the part about this person being a beginner?

  • BeeMKayBeeMKay Posts: 7,019

    Where I can find a tutorial for that?sad

    I can help you out with the "hiding part of a character, at least: In the scene tab, right-click on the character, select "expand all". You will see all the bones, and an eye in front of them. The foot ones should have a closed eye in front of them. Click on the open eyes. When it closes, you will see that the related part becomes invisible. Repeat this for all bones you want to hide.

    Here, you see some  hidden bones of the left foot, with the closed eyes symbol. The upper bones show the open eye, and remain visible:

  • Kendall SearsKendall Sears Posts: 2,995
    edited April 2016

    How I can do this with Daz? Do I need other program? Is difficult to make something like the image attached If I'm a begginer? 

     

    You would need to make at least two renders, one of the model with skin and clothing,  and one,  using the water/glass shader,   perhaps a third. you would need Photoshop or similar paint program  to layer  these various renders,  you would need a water puddle type prop.    It would be a challenge for a beginner,  but if you do pull it off, you would learn a lot in the process.

    Water prop (sickleyields would probably work), PGE to hide unwanted polygons on the genesis, a geometry shell to blend the skin texture and water shader, and possibly a deformer or 2 to match the edges of the water prop and genesis smoothly.

    Hide unwanted parts of genesis and remove polygons from the genesis where it would interfere with the water prop.  Use deformers to match the edges of the prop and the remaining edges of the genesis.  Then modify create a transmap to allow the skin to blend with the water.  Create a geometry shell for genesis and apply the water shader to it.  Scale the shell down to match the sive of genesis.  Hide the unwanted parts of the shell.

    The rest is tweaking.

    Kendall

    Novica said:

    How I can do this with Daz? Do I need other program? Is difficult to make something like the image attached If I'm a begginer? 

     

    You would need to make at least two renders, one of the model with skin and clothing,  and one,  using the water/glass shader,   perhaps a third. you would need Photoshop or similar paint program  to layer  these various renders,  you would need a water puddle type prop.    It would be a challenge for a beginner,  but if you do pull it off, you would learn a lot in the process.

    Water prop (sickleyields would probably work), PGE to hide unwanted polygons on the genesis, a geometry shell to blend the skin texture and water shader, and possibly a deformer or 2 to match the edges of the water prop and genesis smoothly.

    Hide unwanted parts of genesis and remove polygons from the genesis where it would interfere with the water prop.  Use deformers to match the edges of the prop and the remaining edges of the genesis.  Then modify the skin texture by creating a transmap to allow the skin to blend with the water.  Create a geometry shell for genesis and apply the water shader to it.  Scale the shell down to match the size of genesis.  Hide the unwanted parts of the shell.

    The rest is tweaking.

    Kendall

    LOL- I know you're trying to be helpful (as usual) BUT did you read the part about this person being a beginner?

    Actually, I was mostly replying to the post by FirstBastion more than I was to the OP.  I consider all of those pretty much beginner level steps -- all accessable from the basic menus, toolbars, and panes.  I didn't say "use the Shader Mixer to ..." or "In the script editor ..." or any of the more complex things.

    Considering that the nature of the image being attempted is way beyond the level of beginner, I presumed that some research of the exact methods, given the methods themselves, would be fairly straight forward.

    However, it seems that I read too much into the thread.

    Here is a more piece-by-piece layout.  Remember to save often and to versioned files.  If you mess up you may want to go back to an earlier version to save work.

    1) Select a water prop that is apporpriate for the composition.  There are many available.  Make sure that the water prop has enough polygons to deform sufficiently.  If necessary, use the subdivision menus to increase the number of polygons.

    2) Pose and Position the figure that is to be used for the image so that it is in place relative to the water prop.  Again, make sure that the figure has enough polygons in the area of combining to create a smooth transition.  If the polys are too large, then a pixelated look will be acheived.

    3) Create a geometry shell for the figure (Create->New Geometry Shell) that will become the "water figure"  If necessary, scale the shell to fit the vision of the scene (probably a tiny bit smaller than the main figure).  Apply a water shader, glass shader, or some other effect to the geometry shell to achieve the look of "water" desired.

    4) As illustrated in "BeeMKay"s post, use the scene pane to hide the parts of the main figure that are not going to be seen in the image.  Hands, fingers, feet, etc.

    5) There are likely to be facets left from the main figure that are going to need to be removed in order to get the figure to mesh correctly with the geometry shell.  Use the "Polygon/Geometry Editor" (on the toolbar it looks like a pencil over a grid, from the menu: Tools->Geometry Editor).  Select the facets to be hidden by clicking on them, then right click.  From the context menu that appears select "Geometry Visibility->Hide Selected Polygons"  do this until the polygons remaining are acceptably within range of the merge.

    6) Copy the texture image(s) for the figure that is being used to a temporary area.  Load them into the bitmap editor of your choice.  Turn all "Skin" colored areas full white (255,255,255).  Then using the bitmap program, turn the extremities that are "water" full black (0,0,0).  The areas around the white/black border need to be blurred into grays from brightest (fully skin) to darkest (fully water).  Apply this bitmap to the opacity channel of the figure.  This will take MANY, MANY, MANY revisions to get right.  

    7) Once the opacity map is correct, the "water shell" will be visible beneath the full figure.  Hide the unnecessary parts of the geometry shell  (just like above).

    8)  Using the d-former tool (Create->New D-Former) apply deformers as necessary to the water prop.  Manipulate the prop until the edges match your figure to your liking.

    9)  Render.

     

    Kendall

    Post edited by Kendall Sears on
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