I have gotten in touch with my inner Frankenstein... The figure is G3, but the texture is for V4 the shape is Antonia. (seriously) and the hair was rendered in blender, then composited onto the Iray render, I'm sad its not more to the sie, because those are strand based braids in the hair, I am super proud of them and they can't even be seen. (the back of the hair still needs some work though)
Absolutely my new favorite character, look at the shape of those eyes!
...interesting, I thought older skins wouldn't work on G3 because of changes to the texture map structure.
Well, I'm the blender conversion person, although there's now also a plugin by Blacksmith3d, which is more user friendly (although less wallet friendly)
...curious that no one here at Daz has produced a conversion plugin.
While the price really isn't that bad (5.56$ on sale at Rendo right now) Blacksmith3d's is just V4 to G3F. I have a lot of Genesis and G2 skins I'd like to use as well (particularly as there is a default Iray skin shader for G2).
For my purposes, a Skin Builder Pro update would be the most useful.
...curious that no one here at Daz has produced a conversion plugin.
While the price really isn't that bad (5.56$ on sale at Rendo right now) Blacksmith3d's is just V4 to G3F. I have a lot of Genesis and G2 skins I'd like to use as well (particularly as there is a default Iray skin shader for G2).
For my purposes, a Skin Builder Pro update would be the most useful.
the 5.56 is just the expansion to include G3f you also need their texture converter (50ish) or their painting program (more, its a full painting program). The reason no one is lining up to create a plugin from scratch is because you have to be able bake textures from one mesh to another, and by the time you've written that, you've basically written a full 3d painting program. The reason blacksmith3d could do it is because they already had a painting program so they could just pare it dow to the necessary parts.
However 3DU created a base texture conversion tool for Gen3 & Gen4 which costs only 25$ (currently on sale for 15$).Granted you also needed plugins for some of the extra characters like Freak, the Girl, the kids etc. Back then textures were not "swappable" between different figures, particularly between the two generations as Gen3 used what was called a "Default UV" and Gen4 had basic unimesh figure UVs (K4, M4, V4).
Again an updated Skin Builder tool would probably be the most efficient way to go as it would not only be more flexible, but also more cost effective. Having to plunk down 15 - 18$ on new character morphs just to build an entirely new library of different skins is way too expensive. This is what made me so hesitant to adopt G3 as I don't have that kind of income.
I picked up UHT hair thing and experimenting with that and the IG Ray Essentials: S6 freebie. Woo.
My one big tweak to UHT hair was to up the horizontal tiling on the bump maps. I experimented with displacement, but it didn't seem worth it in this case. (This particular hair model has a number of issues, and the fact it came out as well as it did is a credit to the presets)
This is a wip as it looks like she is swimming in pea soup so I am changing the water. The outside uses the Yosemite Dome and the ground is a Dandelion and Grass plane with added flowers at the window. Light is from the Distant light that comes with the skydome and the diff image plugged into the Environmental Map and set to Dome and Scene and Draw Dome.
(Also Daz Dragon 3 and a ground texture from FF on Ocean Wide object)
One thing I've found... I often change tone settings to a raw style of burn highlights per component OFF, Burn highlights 1, crush blacks 0. I think it's best NOT to do this with skies -- realistically, skies are usually WAY brighter than anything on the ground, but our eyes filter a lot to get the images to 'compress.' So the normal tone setting does similar.
I used a depth render and a skymask to get a better distance/haze effect. (Depth mask to get some haze/desaturated/low contrast in the distance, skymask to remove that effect from the sky)
This is a wip as it looks like she is swimming in pea soup so I am changing the water. The outside uses the Yosemite Dome and the ground is a Dandelion and Grass plane with added flowers at the window. Light is from the Distant light that comes with the skydome and the diff image plugged into the Environmental Map and set to Dome and Scene and Draw Dome.
Click on image for full size.
...actually looks like a bad case of algae. There is a lagoon in a nearby park that used to look like that until they installed a series of pumps and filters.
(Also Daz Dragon 3 and a ground texture from FF on Ocean Wide object)
One thing I've found... I often change tone settings to a raw style of burn highlights per component OFF, Burn highlights 1, crush blacks 0. I think it's best NOT to do this with skies -- realistically, skies are usually WAY brighter than anything on the ground, but our eyes filter a lot to get the images to 'compress.' So the normal tone setting does similar.
...that is really nice.
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Just saw the improved version and indeed much better.
-----
Looks like Version V of this thread will soon be upon us.
....still don't know how people are getting the Iray sun to work with a skydoime.
There are a bunch of methods. Simple simple one: Lower Cutout on the skydome to .9 or something, brighten the sun.
...won't that make the Skydome look more transparent?
It can...but it's also depends on what the sky texture is, whether it matters much. Buildings/trees in the image may not be the best for this technique...but clear skies and clouds won't matter much, as long as the amount isn't too big (something around a 0.1 cut).
If you can edit the bg, I'd make it slightly less color saturated.
As usual, this started as a landscape but then I got bored.
This also started as Iray World thing, but I elected to remove the sun object and go with sun/sky so I could line up the light source more precisely:
Skydome was set to about .7 cutout, and I left Dome Off. This made the sky semi-transparent. Then I did a second render with skydome at 1.0 cutout and simply put it behind the first render. The shading around the moon isn't 'ideal', but I think it's due to running up against the limited bit depth.
Comments
kyoto kid is correct.
Tim. They were all left to run till they were at 95% converged.
#1 17h 35m
#2 35m
#3 2h 28m
I have gotten in touch with my inner Frankenstein... The figure is G3, but the texture is for V4 the shape is Antonia. (seriously) and the hair was rendered in blender, then composited onto the Iray render, I'm sad its not more to the sie, because those are strand based braids in the hair, I am super proud of them and they can't even be seen. (the back of the hair still needs some work though)
Absolutely my new favorite character, look at the shape of those eyes!
(Slightly larger version in my gallery)
...interesting, I thought older skins wouldn't work on G3 because of changes to the texture map structure.
Well, I'm the blender conversion person, although there's now also a plugin by Blacksmith3d, which is more user friendly (although less wallet friendly)
...curious that no one here at Daz has produced a conversion plugin.
While the price really isn't that bad (5.56$ on sale at Rendo right now) Blacksmith3d's is just V4 to G3F. I have a lot of Genesis and G2 skins I'd like to use as well (particularly as there is a default Iray skin shader for G2).
For my purposes, a Skin Builder Pro update would be the most useful.
the 5.56 is just the expansion to include G3f you also need their texture converter (50ish) or their painting program (more, its a full painting program). The reason no one is lining up to create a plugin from scratch is because you have to be able bake textures from one mesh to another, and by the time you've written that, you've basically written a full 3d painting program. The reason blacksmith3d could do it is because they already had a painting program so they could just pare it dow to the necessary parts.
...thanks for the info.
However 3DU created a base texture conversion tool for Gen3 & Gen4 which costs only 25$ (currently on sale for 15$).Granted you also needed plugins for some of the extra characters like Freak, the Girl, the kids etc. Back then textures were not "swappable" between different figures, particularly between the two generations as Gen3 used what was called a "Default UV" and Gen4 had basic unimesh figure UVs (K4, M4, V4).
Again an updated Skin Builder tool would probably be the most efficient way to go as it would not only be more flexible, but also more cost effective. Having to plunk down 15 - 18$ on new character morphs just to build an entirely new library of different skins is way too expensive. This is what made me so hesitant to adopt G3 as I don't have that kind of income.
Revisiting a scene with something I've been eager to try... using other sources of skies with the http://www.daz3d.com/iray-worlds-skydome .
The first one has a sky from Bryce, the second from Carrara.
http://willbear.deviantart.com/art/LandofIceAndSnowPink-577420066
http://willbear.deviantart.com/art/LandofIceAndSnowFiery-577420122
I like the Bryce sky the best. The snow and also the whites in the second sky are too bright and look washed out on my screen though.
Yeah, I'm going to have to play with those settings and possibly rerender. But it's a promising direction.
Had some time to spare for more render fun...
Little Ones in HDRI envron.
I picked up UHT hair thing and experimenting with that and the IG Ray Essentials: S6 freebie. Woo.
My one big tweak to UHT hair was to up the horizontal tiling on the bump maps. I experimented with displacement, but it didn't seem worth it in this case. (This particular hair model has a number of issues, and the fact it came out as well as it did is a credit to the presets)
http://willbear.deviantart.com/art/UHT-Stephanie-test-577509681
....still don't know how people are getting the Iray sun to work with a skydoime.
Just tried out some wet skin maps for a V4 character and used the base Iray shaders. Still got a lot of work to do but meh...
There are a bunch of methods. Simple simple one: Lower Cutout on the skydome to .9 or something, brighten the sun.
This is a wip as it looks like she is swimming in pea soup so I am changing the water. The outside uses the Yosemite Dome and the ground is a Dandelion and Grass plane with added flowers at the window. Light is from the Distant light that comes with the skydome and the diff image plugged into the Environmental Map and set to Dome and Scene and Draw Dome.
Click on image for full size.
Another experiment with Iray Worlds thing and generating new skies for it.
This is another Carrara sky.
http://willbear.deviantart.com/art/Desert-friends-577588583
(Also Daz Dragon 3 and a ground texture from FF on Ocean Wide object)
One thing I've found... I often change tone settings to a raw style of burn highlights per component OFF, Burn highlights 1, crush blacks 0. I think it's best NOT to do this with skies -- realistically, skies are usually WAY brighter than anything on the ground, but our eyes filter a lot to get the images to 'compress.' So the normal tone setting does similar.
Another nice image Tim and the sky looks very good. The one fault is the dark line beneath the mist/fog/dust and the ground which doesn't look right.
Yeah, that's an issue with the basic design of Iray Worlds. Maybe I'll render some desert hills to stick in. Hrm.
Here's a redo of that blue sky from earlier. I improved contrast and also rotated to a more interesting (IMO) patch of the same sky.
http://willbear.deviantart.com/art/LandofIceandSnowB40-2-577596595
(It's also, IMO, more interesting artistically -- the sky has all sorts of rich colors, and the land below, cold and washed out)
Ok, I think this came out much better:
http://willbear.deviantart.com/art/Desert-friends-2f-577609440
I used a depth render and a skymask to get a better distance/haze effect. (Depth mask to get some haze/desaturated/low contrast in the distance, skymask to remove that effect from the sky)
Much better Will.
...actually looks like a bad case of algae. There is a lagoon in a nearby park that used to look like that until they installed a series of pumps and filters.
...won't that make the Skydome look more transparent?
...that is really nice.
-----
Just saw the improved version and indeed much better.
-----
Looks like Version V of this thread will soon be upon us.
It can...but it's also depends on what the sky texture is, whether it matters much. Buildings/trees in the image may not be the best for this technique...but clear skies and clouds won't matter much, as long as the amount isn't too big (something around a 0.1 cut).
Changed the water and it is looking better but I'm not sure about the background so I am in the process of changing that.
Click on image for full size.
If you can edit the bg, I'd make it slightly less color saturated.
As usual, this started as a landscape but then I got bored.
This also started as Iray World thing, but I elected to remove the sun object and go with sun/sky so I could line up the light source more precisely:
Skydome was set to about .7 cutout, and I left Dome Off. This made the sky semi-transparent. Then I did a second render with skydome at 1.0 cutout and simply put it behind the first render. The shading around the moon isn't 'ideal', but I think it's due to running up against the limited bit depth.
http://willbear.deviantart.com/art/Road-at-Moonlight-577644143
Making a few centaurs got me thinking...
http://willbear.deviantart.com/art/Dragontaur-Offering-577699471
New thread http://www.daz3d.com/forums/discussion/67505/#first