Kamion99, nice pose and smile, shaders could use some specular, but nice. What top is that, I like the mesh quality.
Curious about the hair also, do tell.
The hair is Dream Hair from here at Daz, upon which I have performed some modifier alchemy. I duplicated the hair and made the duplicated version more transparent (I multiplied the bump map on top of the original transparency), then I applied the same modifiers to both: Solidify to add the thickness, Subdivision, so the displacement would work, and Displacement to get the strand effect. To make the more transparent layer the outer layer, I made the solidify modifier thicker (I also deleted the scalp as it wasn't necessary).
In terms of textures outside the original transparency, I use OOT's hair textures (I do this for all my hair, they're fantastic) For the displacement modifier I ended up making my own texture mostly by using motion blur in Photoshop.
Although some elements of the hair method are blender specific, one can do similar things in Daz by using Geometry Shells, that's where I first got the idea actually.
Don't know why long sleeves nearly always give problems when fitting DAZ/Optitex dynamic clothing to Genesis 2, but when it works it looks great! The shiny buttons on that uniform coat mysteriously disappeared when I froze it though.
Pity displacement isn't available in Octane for DAZ Studio v1.2, those creepy trees are far too smooth to be believable.
But I'm still resisting the urge to 'upgrade' to that buggy semi-functional alpha 2.1 pre-release that has it.
Cheers!
snip
Pity displacement isn't available in Octane for DAZ Studio v1.2, those creepy trees are far too smooth to be believable.
But I'm still resisting the urge to 'upgrade' to that buggy semi-functional alpha 2.1 pre-release that has it.
Cheers!
Erik
my suggestion is to export an obj to the standalone.
looks good though
I myself decided to buythe Carrara one as well instead of upgrading
..ahh Magento issues still make it seem I'm looking though a pea souper fog with a perpetual swirly in the middle. This has been an ongoing issue with links to the gallery at least for myself.
When simulating skin in computer graphics images one challenge is to simulate both transmission and subsurface scattering effects (SSS).
Instead of trying to create one shader that simulates both aspects I created separate render passes and combined them in postproduction.
The Subsurface Scattering render pass was custom created based on the specular SSS material setup by DOrdiales.
The Transmission render pass for the skin was created with RedSpec TGX Tailored Octane Shaders.
The specular material for the hair was custom created based on trial and error.
Scene created in DAZ Studio with OctaneRender Plugin for DS.
Final adjustments and rendered with OctaneRender 2.21.1 Development Build.
Additional postproduction with Adobe Creative Cloud Applications.
- - -
Some info about the OctaneRender passes:
Clay+: Clay Render showing the 3d model with a default clay shader. Transmission: Light rays are refracted to simulate translucency as found in nature. (Based on a cosine distribution.) Diffuse direct: Light Rays that hit the 3d model directly. Diffuse indirect: Light Rays that keep bouncing whenever they hit a surface. Reflection direct: Reflection calculated based on rays that hit the 3d model directly. Reflection indirect: Reflection calculated based on rays that keep bouncing whenever they hit a surface. Subsurface scattering: Light rays that enter a volume and are scattered in different directions. (Based on scatter probabilities.) Refraction: Light rays are refracted in a pre-defined direction when entering another volume. (Based on the different speed of light.)
- - -
You can composite the render passes in photoshop with layer mode "Linear Dodge (Add)"
This also means if you do not like the Transmission you can just render out another Transmission pass and composite that with the passes of the original render that you liked! :exclaim:
- - -
Alternatively the render passes can just be used as a dignostic tool to judge if you want more or less subsurface scattering, transmission, reflection etc...
- - -
Special thanks to stratified of the OctaneRender Team!
His explanation of the differences between Refraction, Subsurface Scattering and Transmission helped me a lot to put this together.
Additional notes:
In postproduction I combined the Transmission pass with masks to adjust each area separately.
One layer was created for the nose area and one for the ear area.
I did not use the mouth area because there the Transmission effect was too strong.
An alternate way of doing this would be to adjust the strength of each area with the help of maps at render time.
The Transmission pass as shown in the composition is stronger than the one used in the final image to make the effect more obvious.
- - -
In any case I would find it interesting if more people would start to share render passes to get a better understanding how each layer contributes to the final image.
...as I'm not very good with layered multi pass rendering(tried it several times in Gimp as I don't have PS and it didn't work out well) I';;sticl to single pass with SSS.
The end result does look good, just more than I am able to deal with.
She looks amazing! I've never tested the outputs like this bu based on your workflow this may be the best way to approach it.
For now I have a few more images to dump onto you all. All renders are 1920x1080 so they can be used as wallpapers. I still have a ton to do but I just love Octane and Carrara so much that I wanted to share. Thanks for your time.
Like that
Ive been trying to get one going but have found a figure that crashes Poser and Daz every time I run Reality to send it to Lux
The figure is Ariel from Rendo
... [snip]... but I just love Octane and Carrara so much that I wanted to share. Thanks for your time.
The sheer variety of the vegetation is impressive. You have to look really close to notice the 3D telltale, on a fast horse they sell as photographs. Very impressive work!
Apparently, I'm really on a hair bender right now. Although, this time its blender strand hair. I still have difficulty making realistic long hair, but short hair I find super easy. It took maybe an hour to set up, which for the benefit having it be exactly the style I want, is a good tradeoff.
I haven't touched the skin settings yet, this is how they were imported by default, which already looks pretty good. Go Blender!
Render time was under eight minutes, praise be gpu rendering.
edited to put the image in front of a background, that blue was hurting my eyes
Here is my warcraft goblin lady rendered by LuxRender (Reality 4).
Some edits to correct bugs in hair scalp when rendered with GPU acceleration, to remove some bright red noisy pixels and finally to make her skin a little less yellow.
Here is my warcraft goblin lady rendered by LuxRender (Reality 4).
Some edits to correct bugs in hair scalp when rendered with GPU acceleration, to remove some bright red noisy pixels and finally to make her skin a little less yellow.
Character study. 'Tim', 'Ben', and 'Jace'. Reality 4/DS4.7. Heads all involve unique dial spinning, and I'm pretty satisfied with them. A standard three-point light rig, and very little texture fixing (shoulda turned the fence to aluminum). Tim's eyes took the most work. Eyes that are grey in DS seemed to become quite dark in Reality/Lux, but I found one that worked OK (and indeed, I had to darken it a bit with a top coat on the iris).
Hey now, no fair unless you tell what renderer it's from... :)
I did...it's from smallpt...that's the renderer...99 lines of C++ code. (including that scene file)...there's other scenes, but no general scene import.
I'm running a timed render at 2500 spp....I'll post it and the render time when finished.
Wow, my mistake, hadn't heard of that one before, I'll have to get to googling... :)
Stumbled across it on somebody's blog today....
And in just under 47 minutes, 2500 spp.
It's an amazing little thing...look at the annotated version I just put up. It's got all the bells and whistles you'd expect in a physical/unbiased renderer.
Hello everyone! Finally bought reality. Posting my first portrait and another render with a question.
Regarding the second picture, I have been rendering it with reality for over an hour and it had over 600 samples but as you can see, there are still so many little dots in the image.
Is it supposed to take that long?
By the way the scene has only one light which is the sun light.
Comments
Kamion99 - lovely expression and I like the velvety shader on her top too. I don't know how you did the hair, but I hope you will share!
Kamion99, nice pose and smile, shaders could use some specular, but nice. What top is that, I like the mesh quality.
Curious about the hair also, do tell.
The hair is Dream Hair from here at Daz, upon which I have performed some modifier alchemy. I duplicated the hair and made the duplicated version more transparent (I multiplied the bump map on top of the original transparency), then I applied the same modifiers to both: Solidify to add the thickness, Subdivision, so the displacement would work, and Displacement to get the strand effect. To make the more transparent layer the outer layer, I made the solidify modifier thicker (I also deleted the scalp as it wasn't necessary).
In terms of textures outside the original transparency, I use OOT's hair textures (I do this for all my hair, they're fantastic) For the displacement modifier I ended up making my own texture mostly by using motion blur in Photoshop.
Although some elements of the hair method are blender specific, one can do similar things in Daz by using Geometry Shells, that's where I first got the idea actually.
The dress is Gala V5 by Mindvision http://www.daz3d.com/gala-v5, and I agree it is a fantastic dress.
Don't know why long sleeves nearly always give problems when fitting DAZ/Optitex dynamic clothing to Genesis 2, but when it works it looks great! The shiny buttons on that uniform coat mysteriously disappeared when I froze it though.
Pity displacement isn't available in Octane for DAZ Studio v1.2, those creepy trees are far too smooth to be believable.
But I'm still resisting the urge to 'upgrade' to that buggy semi-functional alpha 2.1 pre-release that has it.
Cheers!
Erik
my suggestion is to export an obj to the standalone.
looks good though
I myself decided to buythe Carrara one as well instead of upgrading
My finalized smile render is up in my gallery http://www.daz3d.com/gallery/#images/58596/
There's probably still a few things I'd like to tweak, but if I play that game I'd never finish a render. I'm slow enough as it is.
..ahh Magento issues still make it seem I'm looking though a pea souper fog with a perpetual swirly in the middle. This has been an ongoing issue with links to the gallery at least for myself.
Lovely image, very natural. And renders, like paintings, are abandoned rather than finished...
When simulating skin in computer graphics images one challenge is to simulate both transmission and subsurface scattering effects (SSS).
Instead of trying to create one shader that simulates both aspects I created separate render passes and combined them in postproduction.
The Subsurface Scattering render pass was custom created based on the specular SSS material setup by DOrdiales.
The Transmission render pass for the skin was created with RedSpec TGX Tailored Octane Shaders.
The specular material for the hair was custom created based on trial and error.
Scene created in DAZ Studio with OctaneRender Plugin for DS.
Final adjustments and rendered with OctaneRender 2.21.1 Development Build.
Additional postproduction with Adobe Creative Cloud Applications.
- - -
Some info about the OctaneRender passes:
Clay+: Clay Render showing the 3d model with a default clay shader.
Transmission: Light rays are refracted to simulate translucency as found in nature. (Based on a cosine distribution.)
Diffuse direct: Light Rays that hit the 3d model directly.
Diffuse indirect: Light Rays that keep bouncing whenever they hit a surface.
Reflection direct: Reflection calculated based on rays that hit the 3d model directly.
Reflection indirect: Reflection calculated based on rays that keep bouncing whenever they hit a surface.
Subsurface scattering: Light rays that enter a volume and are scattered in different directions. (Based on scatter probabilities.)
Refraction: Light rays are refracted in a pre-defined direction when entering another volume. (Based on the different speed of light.)
- - -
You can composite the render passes in photoshop with layer mode "Linear Dodge (Add)"
This also means if you do not like the Transmission you can just render out another Transmission pass and composite that with the passes of the original render that you liked! :exclaim:
- - -
Alternatively the render passes can just be used as a dignostic tool to judge if you want more or less subsurface scattering, transmission, reflection etc...
- - -
Special thanks to stratified of the OctaneRender Team!
His explanation of the differences between Refraction, Subsurface Scattering and Transmission helped me a lot to put this together.
compare the original post on the Otoy forum:
http://render.otoy.com/forum/viewtopic.php?f=9&t=44943#p222930
- - -
Additional notes:
In postproduction I combined the Transmission pass with masks to adjust each area separately.
One layer was created for the nose area and one for the ear area.
I did not use the mouth area because there the Transmission effect was too strong.
An alternate way of doing this would be to adjust the strength of each area with the help of maps at render time.
The Transmission pass as shown in the composition is stronger than the one used in the final image to make the effect more obvious.
- - -
In any case I would find it interesting if more people would start to share render passes to get a better understanding how each layer contributes to the final image.
Good explanation - and a nice final result!
...as I'm not very good with layered multi pass rendering(tried it several times in Gimp as I don't have PS and it didn't work out well) I';;sticl to single pass with SSS.
The end result does look good, just more than I am able to deal with.
She looks amazing! I've never tested the outputs like this bu based on your workflow this may be the best way to approach it.
For now I have a few more images to dump onto you all. All renders are 1920x1080 so they can be used as wallpapers. I still have a ton to do but I just love Octane and Carrara so much that I wanted to share. Thanks for your time.
Those are fantastic
Thank you very much!!
Agreed! Makes me want to get back into Octane even more (maybe a third job will do it, LOL)
Since this is an unbiased render thread, here is one I was playing around with in Luxrender last night, no postwork.
Like that
Ive been trying to get one going but have found a figure that crashes Poser and Daz every time I run Reality to send it to Lux
The figure is Ariel from Rendo
Rashad - excellent images, very impressive!
The sheer variety of the vegetation is impressive. You have to look really close to notice the 3D telltale, on a fast horse they sell as photographs. Very impressive work!
Cool stuff everyone. I am out of the render game for now since I am doing a major overhaul of my content. A few older DS 5 and 6 and R2
Apparently, I'm really on a hair bender right now. Although, this time its blender strand hair. I still have difficulty making realistic long hair, but short hair I find super easy. It took maybe an hour to set up, which for the benefit having it be exactly the style I want, is a good tradeoff.
I haven't touched the skin settings yet, this is how they were imported by default, which already looks pretty good. Go Blender!
Render time was under eight minutes, praise be gpu rendering.
edited to put the image in front of a background, that blue was hurting my eyes
Here is my warcraft goblin lady rendered by LuxRender (Reality 4).
Some edits to correct bugs in hair scalp when rendered with GPU acceleration, to remove some bright red noisy pixels and finally to make her skin a little less yellow.
http://yupasama.deviantart.com/art/Gobeline-en-robe-de-bal-or-517920114
She's a goblin. She's supposed to have bugs in her hair. :)
Cool render.
Character study. 'Tim', 'Ben', and 'Jace'. Reality 4/DS4.7. Heads all involve unique dial spinning, and I'm pretty satisfied with them. A standard three-point light rig, and very little texture fixing (shoulda turned the fence to aluminum). Tim's eyes took the most work. Eyes that are grey in DS seemed to become quite dark in Reality/Lux, but I found one that worked OK (and indeed, I had to darken it a bit with a top coat on the iris).
Nothing fancy...but a cute 'toy' I recently found.
Smallpt... http://www.kevinbeason.com/smallpt/
It's only 500 spp, so yeah, it's still very grainy.
Fixed url to be an actual link, now.
Hey now, no fair unless you tell what renderer it's from... :)
I did...it's from smallpt...that's the renderer...99 lines of C++ code. (including that scene file)...there's other scenes, but no general scene import.
I'm running a timed render at 2500 spp....I'll post it and the render time when finished.
Wow, my mistake, hadn't heard of that one before, I'll have to get to googling... :)
Stumbled across it on somebody's blog today....
And in just under 47 minutes, 2500 spp.
It's an amazing little thing...look at the annotated version I just put up. It's got all the bells and whistles you'd expect in a physical/unbiased renderer.
Hello everyone! Finally bought reality. Posting my first portrait and another render with a question.
Regarding the second picture, I have been rendering it with reality for over an hour and it had over 600 samples but as you can see, there are still so many little dots in the image.
Is it supposed to take that long?
By the way the scene has only one light which is the sun light.
comming late to the party, like always...