Old Japanese Town Edo Vol.5

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Comments

  • GreymomGreymom Posts: 1,139

    The 3DChaya site (www.3dchaya.com)  has an amazing assortment of free items from this period that would go well with this great set.   Site has been around for years, but still operational.  Most items are available in OBJ, DXF and 3DS formats.

  • IvyIvy Posts: 7,165
    Greymom said:

    Just in case you are reading these comments sugatak, I would totally purchase a morning, afternoon and evening interior light set for Edo #5. Beautiful work!

     

    Me too!  Would also like to see more props and add-ons such as street vendors, more boats, and associated city clutter (I know they were very neat in those days, but anything appropriate).

    Also detailed interiors for some of the buildings.  An inn, shops, etc.

    very good props in the edo 1 & 2 along with food and dishes , wagons boats docks etc.

    this set is very simular , much larger in land mass wise. more buildings  less water frontage.  not bad on iray resources I'm just using one cpu banks and only using

     this is a nice set glad i bought it now  this render is a quick test with one 980ti graphic card channel enable and with everything loaded and 1 fully dressed g2 character  with the complete set unoptimized in Iray uses uses 3300MB out of  8 gigs using less than 1/2 of the vram resource.  very do able in animation after reducu=es  things a bit ..

     now to do a  a 2dl in ue2

    bechmark test 78 seconds.jpg
    1920 x 1080 - 271K
  • IvyIvy Posts: 7,165
    Greymom said:

    The 3DChaya site (www.3dchaya.com)  has an amazing assortment of free items from this period that would go well with this great set.   Site has been around for years, but still operational.  Most items are available in OBJ, DXF and 3DS formats.

    it will pair up great with the asian river set as well. its a good match to use those dory props in this set.

  • IvyIvy Posts: 7,165
    edited March 2018

    yes the longtail dory fits in well with this set

    Though I'm not sure if its the camera angle or mis atches light or the ground texture.  but in this render the ground texture looks a little rough

     

    bechmark test 93 seconds.jpg
    1920 x 1080 - 324K
    Post edited by Ivy on
  • GreymomGreymom Posts: 1,139

    Old Japanese Town Edo Vol. 3 (bath house) and Vol 4. (puppet theatre) will be great additions for kit-bashing too.

     

  • GreymomGreymom Posts: 1,139
    edited March 2018

    Another great free stuff site that appears to be still in operation.   Lot of buildings for Edo, some in Poser format, rest in OBJ.  Also huge Tsuyama castle set, dozens of props, costumes, etc.  Some more modern items too.

    http://edogoyomi.art.coocan.jp/

    http://edogoyomi.art.coocan.jp/projects/index.html

    All great for kit-bashing and expansion.

    Post edited by Greymom on
  • Can you see the ninjas lurking in the shadows???

    Of course you cant! Thats why theyre ninjas!

    yeslaugh

  • Sven DullahSven Dullah Posts: 7,621

    Thanks for posting renders, everyone, looks nice. Only thing that doesn't work out of the box is the water;)

  • IvyIvy Posts: 7,165
    edited March 2018

    Yeah this is going be perfect.

    this was rendered in 93 seconds in 3delight  at 1920 x 1080  using a glasseye ue2 skydome,and texture, I changed the color and specular settings of the water mat to give it a little more shine.  I also boosted the ambiet water color to dark blue where it was black before. I thought it  look kind of flat with iray so I was trying to see if I could do any improvements & make it looka little wetter in 3dl

    anyway I added a few palm trees in for effects  still a 1minute 33seconds to render this in  3dl with ue2  not bad

    test render 3delight 97 seconds.jpg
    1920 x 1080 - 297K
    Post edited by Ivy on
  • Thanks for posting renders, everyone, looks nice. Only thing that doesn't work out of the box is the water;)

    Agreed. Needs a little work, possibly a new shader.

  • Ivy said:

    Yeah this is going be perfect.

    this was rendered in 93 seconds in 3delight  at 1920 x 1080  using a glasseye ue2 skydome,and texture, I changed the color and specular settings of the water mat to give it a little more shine.  I also boosted the ambiet water color to dark blue where it was black before. I thought it  look kind of flat with iray so I was trying to see if I could do any improvements & make it looka little wetter in 3dl

    anyway I added a few palm trees in for effects  still a 1minute 33seconds to render this in  3dl with ue2  not bad

    Looks great Ivy! Glad you like it.

  • Griffin AvidGriffin Avid Posts: 3,817

    Great stuff

  • alexhcowleyalexhcowley Posts: 2,403

    This is on my wish list for the momment but I hope to pick it up in a week or so.  I don't like the look of the water plane but, apart from that, this is a most impressive looking set.

    Cheers,

    Alex.

  • Sven DullahSven Dullah Posts: 7,621
    Ivy said:

    Yeah this is going be perfect.

    this was rendered in 93 seconds in 3delight  at 1920 x 1080  using a glasseye ue2 skydome,and texture, I changed the color and specular settings of the water mat to give it a little more shine.  I also boosted the ambiet water color to dark blue where it was black before. I thought it  look kind of flat with iray so I was trying to see if I could do any improvements & make it looka little wetter in 3dl

    anyway I added a few palm trees in for effects  still a 1minute 33seconds to render this in  3dl with ue2  not bad

    Water is much better, but I would put the diffuse map into the displacement channel and use refraction color instead of ambient (with IOR at abot 1.3). Or maybe there is a displacement map included?

    Renders fast even with UE2, I'm a bit surprised;) Well refraction and raytraced reflections should take care of thatlaugh

  • IvyIvy Posts: 7,165
    edited March 2018
    Ivy said:

    Yeah this is going be perfect.

    this was rendered in 93 seconds in 3delight  at 1920 x 1080  using a glasseye ue2 skydome,and texture, I changed the color and specular settings of the water mat to give it a little more shine.  I also boosted the ambiet water color to dark blue where it was black before. I thought it  look kind of flat with iray so I was trying to see if I could do any improvements & make it looka little wetter in 3dl

    anyway I added a few palm trees in for effects  still a 1minute 33seconds to render this in  3dl with ue2  not bad

    Water is much better, but I would put the diffuse map into the displacement channel and use refraction color instead of ambient (with IOR at abot 1.3). Or maybe there is a displacement map included?

    Renders fast even with UE2, I'm a bit surprised;) Well refraction and raytraced reflections should take care of thatlaugh

    well I didn't spend much time setting this scene up but once i Add a few characters and some other props, change out the water pane for one that  can be animated, then run scene optinimzer I should be able to bring my render times down to around 30 seconds a scene. anything ver a minute and a half a frame would be to long for rendering animation.

    Post edited by Ivy on
  • Sven DullahSven Dullah Posts: 7,621
    Ivy said:
    Ivy said:

    Yeah this is going be perfect.

    this was rendered in 93 seconds in 3delight  at 1920 x 1080  using a glasseye ue2 skydome,and texture, I changed the color and specular settings of the water mat to give it a little more shine.  I also boosted the ambiet water color to dark blue where it was black before. I thought it  look kind of flat with iray so I was trying to see if I could do any improvements & make it looka little wetter in 3dl

    anyway I added a few palm trees in for effects  still a 1minute 33seconds to render this in  3dl with ue2  not bad

    Water is much better, but I would put the diffuse map into the displacement channel and use refraction color instead of ambient (with IOR at abot 1.3). Or maybe there is a displacement map included?

    Renders fast even with UE2, I'm a bit surprised;) Well refraction and raytraced reflections should take care of thatlaugh

    well I didn't spend much time setting this scene up but once i Add a few characters and some other props, change out the water pane for one that  can be animated, then run scene optinimzer I should be able to bring my render times down to around 30 seconds a scene. anything ver a minute and a half a frame would be to long for rendering animation.

    Seriously? A few characters (with hair) and UE2 (AO and soft shadows?) in 30 sec/frame? What's your secret?

  • Griffin AvidGriffin Avid Posts: 3,817

    What's you rig? lol

  • IvyIvy Posts: 7,165
    edited March 2018
    Ivy said:
    Ivy said:

    Yeah this is going be perfect.

    this was rendered in 93 seconds in 3delight  at 1920 x 1080  using a glasseye ue2 skydome,and texture, I changed the color and specular settings of the water mat to give it a little more shine.  I also boosted the ambiet water color to dark blue where it was black before. I thought it  look kind of flat with iray so I was trying to see if I could do any improvements & make it looka little wetter in 3dl

    anyway I added a few palm trees in for effects  still a 1minute 33seconds to render this in  3dl with ue2  not bad

    Water is much better, but I would put the diffuse map into the displacement channel and use refraction color instead of ambient (with IOR at abot 1.3). Or maybe there is a displacement map included?

    Renders fast even with UE2, I'm a bit surprised;) Well refraction and raytraced reflections should take care of thatlaugh

    well I didn't spend much time setting this scene up but once i Add a few characters and some other props, change out the water pane for one that  can be animated, then run scene optinimzer I should be able to bring my render times down to around 30 seconds a scene. anything ver a minute and a half a frame would be to long for rendering animation.

    Seriously? A few characters (with hair) and UE2 (AO and soft shadows?) in 30 sec/frame? What's your secret?

    There no secret. Just 8 years of 3dl Experience in daz animation use a Ivy bridge dual 6 core processor with hyper threading

    I did this animation below,in 3dl & all the scene were around under 30 - 40 seconds, accept for a few of the the 300 keyframes long scenes which took lionger because of the length of the animation cycle

    experience working with daz in animation, will teach you about everything that daz studio can and can not do & to know where to place shadow maps and how to reduces textures or remove them all together and remove everything not seen by the camera, etc.

    Post edited by Ivy on
  • Excellent movie Ivy! I really enjoy them.

  • Sven DullahSven Dullah Posts: 7,621
    Ivy said:
    Ivy said:
    Ivy said:

    Yeah this is going be perfect.

    this was rendered in 93 seconds in 3delight  at 1920 x 1080  using a glasseye ue2 skydome,and texture, I changed the color and specular settings of the water mat to give it a little more shine.  I also boosted the ambiet water color to dark blue where it was black before. I thought it  look kind of flat with iray so I was trying to see if I could do any improvements & make it looka little wetter in 3dl

    anyway I added a few palm trees in for effects  still a 1minute 33seconds to render this in  3dl with ue2  not bad

    Water is much better, but I would put the diffuse map into the displacement channel and use refraction color instead of ambient (with IOR at abot 1.3). Or maybe there is a displacement map included?

    Renders fast even with UE2, I'm a bit surprised;) Well refraction and raytraced reflections should take care of thatlaugh

    well I didn't spend much time setting this scene up but once i Add a few characters and some other props, change out the water pane for one that  can be animated, then run scene optinimzer I should be able to bring my render times down to around 30 seconds a scene. anything ver a minute and a half a frame would be to long for rendering animation.

    Seriously? A few characters (with hair) and UE2 (AO and soft shadows?) in 30 sec/frame? What's your secret?

    There no secret. Just 8 years of 3dl Experience in daz animation use a Ivy bridge dual 6 core processor with hyper threading

    I did this animation below,in 3dl & all the scene were around under 30 - 40 seconds, accept for a few of the the 300 keyframes long scenes which took lionger because of the length of the animation cycle

    experience working with daz in animation, will teach you about everything that daz studio can and can not do & to know where to place shadow maps and how to reduces textures or remove them all together and remove everything not seen by the camera, etc.

    Hmm, don't get me wrong, I think it's very well done indeed. I just can't see any GI or ambient occlusion here. It looks like you used UE2 in ambient mode, which (to me) would explain the short render times. Anyway, I feel I have to quote the former F1 World champion Kimi Räikkönen: "Leave me alone, I know what I'm doing"!

    laugh

  • IvyIvy Posts: 7,165

    Actually I used a UE2 in environment sphere with glaseyes night sky dome texture with the ambient occlusion with "soft shadows " set to around 20 maybe a little lower . The trick here in this film was I used 10 or 12 AOA linear points light or spot AOA spot lights with raytrace set. I faked the fog & atmosphere using transparent textured pane props  etc.

    the end game for this animation  for me was to fake as much as possible the scene lights to simulate the proper light settings for each the scenes without having to add all the shadow maps settings  which really are not necessary when your images are moving

    you have to remember In animations using daz studio the render Scenes images move in a sequence during the animations cycle,  where in a still render the viewer have time to study the image more inn detail, so not as much ambient occlusion is needed because the camera is always changing angles and scene shadows,  which requires different light settings from each scene to be rendered.  But still try to keep them looking like they are the same. 

    Its just my experience using daz in animation that is all

    I like this animation I did using the same technique where i cheated a lot with AOA light shadows but I was still a UE2 environment sphere with glaseyes  skydome textures

    this film is a bit older  though than the last one, but still the same lights set up

  • Sven DullahSven Dullah Posts: 7,621
    Ivy said:

    Actually I used a UE2 in environment sphere with glaseyes night sky dome texture with the ambient occlusion with "soft shadows " set to around 20 maybe a little lower . The trick here in this film was I used 10 or 12 AOA linear points light or spot AOA spot lights with raytrace set. I faked the fog & atmosphere using transparent textured pane props  etc.

    the end game for this animation  for me was to fake as much as possible the scene lights to simulate the proper light settings for each the scenes without having to add all the shadow maps settings  which really are not necessary when your images are moving

    you have to remember In animations using daz studio the render Scenes images move in a sequence during the animations cycle,  where in a still render the viewer have time to study the image more inn detail, so not as much ambient occlusion is needed because the camera is always changing angles and scene shadows,  which requires different light settings from each scene to be rendered.  But still try to keep them looking like they are the same. 

    Its just my experience using daz in animation that is all

    I like this animation I did using the same technique where i cheated a lot with AOA light shadows but I was still a UE2 environment sphere with glaseyes  skydome textures

    this film is a bit older  though than the last one, but still the same lights set up

    Thanks for clarifying, and well done!

  • Sven DullahSven Dullah Posts: 7,621
    edited April 2018

    Ok, first render, rendertime 8 min. Amazing set, I love itsmiley. Now it just needs some action...

    image

    JAPANESE VILLAGE IBLM.png
    1800 x 1013 - 3M
    Post edited by Sven Dullah on
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