i13 & Polish Enviorments. I love them, but... There is one thing.

deleted userdeleted user Posts: 1,204
edited September 2018 in The Commons

I love Enviomrnet props but the one thing I cant stand about them is that the enviorments looks like the people living there has a serious case of OCD. Now what I mean by that, is that props like dishes, or towels, or lamps or chairs or basicly anything in the scene thats not a wall, is Alined so perfectly that its very unnatural looking. Table lamps on the edge of a couch should not be in the EXACT perfect mirror opposite of the other lamp on the other side of the couch, posed with the exact same rotation. This goes for the end tables as well. Everything is so perfect, its... phony looking even in iray. Another thing is that the textures are also, So perfect that its fake looking. It seems like the only enviomrents where there is a flaw to the texture is places where the prop is supposed to be a complete run down dump on purpose. I think that should be the next step in evolution of Enviorment props is to make them look human... Like someone lives there.

Post edited by deleted user on
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Comments

  • fastbike1fastbike1 Posts: 4,078

    You can change the props materials, positions, etc.

  • deleted userdeleted user Posts: 1,204
    edited September 2018
    fastbike1 said:

    You can change the props materials, positions, etc.

    obiously lol..

    But I dont wanna spend 20 hours and micro moving every item in the scene and retexturing to shake offf what should have been done in the first place...

    When its advertized as having Ready to render Scenes... It should be ready to render... It's not ready to render when it looks like a fresh off the grill, doll house.

    Post edited by deleted user on
  • deleted userdeleted user Posts: 1,204
    edited September 2018

    I'll use this shot as an example. The Siverwhere is alined across the exact axis, the chairs are alined across the exact axis the bottles on the shelves are alined across the exact axis the pictures on the wall as well. Everything in the scene is perfectly alined. Even the pollows are exactly perfectly symmetrical. If I was a doctor I would be concerened about this person... lol

    I worked at Wal-Mart as a stocker once and even when it was my job to aline objects I wasnt this perfect. hehe

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    Post edited by deleted user on
  • deleted userdeleted user Posts: 1,204
    edited September 2018

    And in the kitchen. There is not one spot of dirt to be seen anywhere at all. Not a spec of dust. Couches, as an example, should be properly textured... a used couch, should have a darker area on the arm rest from human oil. Just to give an example. That is what is keeping props from looking photoreal is that they are way too perfect. I've never seen a prop, where the carpet has tracks from where people often walk.

    Post edited by deleted user on
  • RKane_1RKane_1 Posts: 3,039

    It is ready to render, just not to your particular tastes.

    Vendors cannot predict that you may want to move a lamp a "skooch" for your own needs.

    They do so much already, you need to invest time in getting the render up to your standards. 

    If anything, you could offer to create an alternate pose and texture set and sell them for these sets, if you wish,

    In the mean time, there are plenty of tools to make things look dirty such as shells and shaders.

    Happy rendering. :)

  • davesodaveso Posts: 7,757

    they're showcase rooms. You gotta get some humans in there to dirty em up.

  • Feng shui?laugh

  • nonesuch00nonesuch00 Posts: 18,714

    I'll use this shot as an example. The Siverwhere is alined across the exact axis, the chairs are alined across the exact axis the bottles on the shelves are alined across the exact axis the pictures on the wall as well. Everything in the scene is perfectly alined. Even the pollows are exactly perfectly symmetrical. If I was a doctor I would be concerened about this person... lol

    I worked at Wal-Mart as a stocker once and even when it was my job to aline objects I wasnt this perfect. hehe

    That was part of my job as bus boy to do such things and I will pick up trash in the parking lot or inside the business when I visit even if I don't work for that business. It is normal human cleanliness.

  • felisfelis Posts: 5,733

    I have never tried Daz scripting, so my suggestion is truly hypothetical.

    But wouldn't it be possible to make a script, where the user in the scene tab marked all items they wanted adjusted, and then ran the script. And in the script it would ask for translations (move, rotate; x, y, z) and limits, and then translated each items randomly based on the criterias. A kind of translation noise.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,023
    edited September 2018

    this is where physics could come in handy

    maybe not this much!

    BTW for those curious this video was iClone5 just bullet not physX but Unreal game engine does the same thing if want a free alternative

    Post edited by WendyLuvsCatz on
  • I take your point, and it would be a nice touch to have 'showroom' and 'lived in' versions.

    I wonder if the creators have children, and so live in a very real world where nothing is clean for more than an minute, nothing is ever in place for very long and nothing stays where you put it down?  At least in their 3D world they can take refuge escape from this (wonderful) chaos and insanity.

  • ButchButch Posts: 800
    fastbike1 said:

    You can change the props materials, positions, etc.

    obiously lol..

    But I dont wanna spend 20 hours and micro moving every item in the scene and retexturing to shake offf what should have been done in the first place...

    When its advertized as having Ready to render Scenes... It should be ready to render... It's not ready to render when it looks like a fresh off the grill, doll house.

    Who did you say has the OCD?  devil  wink

  • felis said:

    I have never tried Daz scripting, so my suggestion is truly hypothetical.

    But wouldn't it be possible to make a script, where the user in the scene tab marked all items they wanted adjusted, and then ran the script. And in the script it would ask for translations (move, rotate; x, y, z) and limits, and then translated each items randomly based on the criterias. A kind of translation noise.

    That should be pretty simple, yes - just iterate ove Scene.getSelectedNodeList(), using the various get<Axis><Pos|Rot>Control() functions to get the parameters, then using getValue() on thsoe to get the current value and setValue( value ) to update with a modifed value.

  • TaozTaoz Posts: 10,235

    I'll use this shot as an example. The Siverwhere is alined across the exact axis, the chairs are alined across the exact axis the bottles on the shelves are alined across the exact axis the pictures on the wall as well. Everything in the scene is perfectly alined. Even the pollows are exactly perfectly symmetrical. If I was a doctor I would be concerened about this person... lol

    The chairs aren't lined up perfectly, and the one to the left is actually colliding with the table, and I won't say the pillows are symmetrically placed either.

    It's usually a lot easier to create disorder from order than the opposite so I think that an orderly setup is the most useful one as a starting point. I don't think that everyone would agree on what kind or degree of disorder that "looks best" anyway.

     

  • Oso3DOso3D Posts: 15,085

    If the scene was all messy, people would be upset it wasn't straightened.

    And I'll bet nobody wants to spend an extra $5 or whatever on the product so that there are both options.

     

  • FSMCDesignsFSMCDesigns Posts: 12,842
    Oso3D said:

    If the scene was all messy, people would be upset it wasn't straightened.

    And I'll bet nobody wants to spend an extra $5 or whatever on the product so that there are both options.

     

    Agreed

  • Besides rearranging some of the props this may help in certain situations: https://www.daz3d.com/a-touch-of-dirt-for-iray. Plus Maclean has lots of stuff that could be used as clutter and there are some otherclutter props available at that other site

  • I normaly shove things around while I'm creating the image anyway. Having "pre-messed" sets would be really annoying.since the "mess" may not be to my taste and I would have to fix it first and then re-miess it.

  • I thought of making clutter for scenes, but trying to think of something to start with.

  • Oso3D said:

    If the scene was all messy, people would be upset it wasn't straightened.

    And I'll bet nobody wants to spend an extra $5 or whatever on the product so that there are both options.

     

    They may not spend more for both options, but people do spend more for more realistic environments.  Take Stonemason for example.  It isn't just that he has big, sprawling sets.  He pays attention to the tiny details.  It is not just the textures, but subtle extra polygonal use that makes a difference (such as beveling edges or irregularities).  Because he does this, his environments look phenomenal... and people pay more for them (at least I do laugh)

  • Oso3D said:

    If the scene was all messy, people would be upset it wasn't straightened.

    And I'll bet nobody wants to spend an extra $5 or whatever on the product so that there are both options.

     

    "The Boys' Room" by hinkypunk is one exception to the rule. https://www.daz3d.com/the-boys-room  - messy pre-sets LOL.

  • Male-M3diaMale-M3dia Posts: 3,584
    Oso3D said:

    If the scene was all messy, people would be upset it wasn't straightened.

    And I'll bet nobody wants to spend an extra $5 or whatever on the product so that there are both options.

     

    "The Boys' Room" by hinkypunk is one exception to the rule. https://www.daz3d.com/the-boys-room  - messy pre-sets LOL.

    Flaw in the argument: Does anyone know how it sells in comparison?

  • MalandarMalandar Posts: 776
    Oso3D said:

    If the scene was all messy, people would be upset it wasn't straightened.

    And I'll bet nobody wants to spend an extra $5 or whatever on the product so that there are both options.

     

    They may not spend more for both options, but people do spend more for more realistic environments.  Take Stonemason for example.  It isn't just that he has big, sprawling sets.  He pays attention to the tiny details.  It is not just the textures, but subtle extra polygonal use that makes a difference (such as beveling edges or irregularities).  Because he does this, his environments look phenomenal... and people pay more for them (at least I do laugh)

    And I don't remember seeing any perfect surfaces in his  sets that i have myself, but then I was not looking for perfect surfaces, though on occasion I have removed his scratch layer when I wanted a newer surface. I can see where they are coming from on the neatness of the sets, but it doesn't take that much to mess things up a bit.

  • PaintboxPaintbox Posts: 1,633

    The answer is Entropy, its far more difficult to go back to a more orderly state than let chaos and entropy do its work, creators leave it to us do do that. laugh

  • TSasha SmithTSasha Smith Posts: 27,238
    Paintbox said:

    The answer is Entropy, its far more difficult to go back to a more orderly state than let chaos and entropy do its work, creators leave it to us do do that. laugh

    I love that answer.

  • Worlds_EdgeWorlds_Edge Posts: 2,153

    Slightly disheveled would be a good option to provide/have, I agree.  

  • Feng shui?laugh

    Does anyone know if this is even considered? haha

  • Oso3D said:

    If the scene was all messy, people would be upset it wasn't straightened.

    And I'll bet nobody wants to spend an extra $5 or whatever on the product so that there are both options.

     

    "The Boys' Room" by hinkypunk is one exception to the rule. https://www.daz3d.com/the-boys-room  - messy pre-sets LOL.

    Flaw in the argument: Does anyone know how it sells in comparison?

    I did'nt realize I was arguing. We all know that daz does not allow people to rate and conceals transaction data. I honestly think that is a good thing. But right now at less than $12 on sale I don't think the presets made it any more expensive than other releases. I don't remember if I paid full price or not. I thought the messy presets generated more sales and did not make it more expensive. It was a good feature.Compared to other children's rooms I have seen and bought I think it was very unique and well done.

  • EtriganEtrigan Posts: 603

    To the OP's comment about the time taken to rearrange a scene. Your point is quite valid if you're under a deadline to complete a set of images. However, as a total hobbyist, with no time constraints on my creative endeavors, I like the 20 hour decorating sessions. It nicely uses up that weekend free time (no sarcasm used), and what I produce is as unique as any ten people who buy the same item at IKEA. I also mix-and-match between sets, again to be semi-original. In the same vein, I'll greeble up a stock model to make it mine. Just think of me as a 3D-ing Bob Ross - "Oh, I'll just put a happy little plant here, and a happy lamp there." wink

  • sapatsapat Posts: 1,735

    I'll use this shot as an example. The Siverwhere is alined across the exact axis, the chairs are alined across the exact axis the bottles on the shelves are alined across the exact axis the pictures on the wall as well. Everything in the scene is perfectly alined. Even the pollows are exactly perfectly symmetrical. If I was a doctor I would be concerened about this person... lol

    I worked at Wal-Mart as a stocker once and even when it was my job to aline objects I wasnt this perfect. hehe

    Maybe Adrian Monk lives there.  (unless you're too young to know who he was and his 'habit')

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