Un-Biased Reneder Thread - Post Your Renders!! (Reality/Lux, Luxus/Lux, Octane Render, and others?)

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  • erik leemanerik leeman Posts: 262
    edited December 2015

    Up to no good

    Is he a freedom fighter?, is he a crook? Or is he just going to get something for dinner tonight.

    edit: new version

    UptoNoGood2.jpg
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    Post edited by erik leeman on
  • PhilWPhilW Posts: 5,160

    Erik, Love the textures in this, like the veins in the hands and the glass and whisky in the bottle - great image all round!

  • Reminds me of when I was a kid after the days hunt was over

    Nice work

  • Thanks guys!

    Forgot to mention it was rendered in Octane Render for DAZ Studio, sorry 'bout that.

    Cheers!

  • SainsySainsy Posts: 50

    Another portriat of Domina rendered in Octane

    Hi res here - http://www.daz3d.com/gallery/#images/96241

    Sorry Rashad - had a play but couldnt get your settings working

     

  • Sainsy,

    Like most people when they first try using a specular based material after having become accustomed to diffuse driven textures, is that with the SSS some of the light is absorbed instead of all of it being bounced back outward. The result is that the skin can appear too dark compared to previous expectations. But as I've expalined to others, this doesnt mean that the skin isnt working, it's just a very different result to what people are expecting. IT's just about setting a different mode of expectations.

    Your Domina renders all look awesome. I'd say you've got the skin surface in terms of specular effects in a very good shape. You've probably used smart render target settings to maintain a plausible degree of saturation on the skin so that it doesnt become too grayscale due to picking up the white refelctions from the environment. Good again.

    I'd say this is about as far as one could hope to go without introducing some form of SSS. Considering your most recent gallery offering ( http://www.daz3d.com/gallery/#images/97738 ) it appears that you have indeed managed to work in some degree of SSS, which I think is a move in the right direction. It is also nice to see a texture conversion tool available for Genesis 3. I own Blacksmith myself so I'm about to go searching for the tool you've outlined. Wonderful work as always. Do keep it up.

  • SorelSorel Posts: 1,412

    Hello everyone. I'd like to show some results of skin testing I've been doing for over another month now lol.  It is a modified version of Tony Sculptor's R20 skin. from left to right, the first image uses a traditional absorption/scattering colors I see in a lot of skin shaders, as well as tony's previous ones.  The middle image uses colors based on rashad's formula, and the last image uses just the absorption color from rashad's formula.

    test.jpg
    1440 x 720 - 584K
  • SorelSorel Posts: 1,412

    Also thank you rashad for showing off my image in the iray thread lol

  • erik leemanerik leeman Posts: 262
    edited December 2015

    Practicing with the new version of Substance Painter, man this is such a brilliant piece of software!

    Here's a wheelbarrow I found on GrabCAD by someone named 'alexanderli'.

    Like always, most work was giving it proper UV's (using 3d Coat) after converting the CAD-model into a mesh, painting it in Substance Painter was a joy.

    Setting up the resulting texture maps in Octane Render for DAZ Studio is a bit of a chore, but not difficult after doing some tests.

    Cheers!

    substance_wheelbarrow_01.jpg
    1920 x 1200 - 413K
    Post edited by erik leeman on
  • erik leemanerik leeman Posts: 262
    edited December 2015

    Oh, and here is that Winchester 1893 model I showed earlier, now with Substance Painter textures to make it look 120 years old.

    Rendered in Octane Render for DAZ Studio.

    Winchester_1893_WIP14.jpg
    1920 x 1200 - 220K
    Post edited by erik leeman on
  • TugpsxTugpsx Posts: 792
    edited December 2015

    @erik, those look great. Nice start.we would be interested in more detail about your workflow. I have a few observations for the wheelbarrow I would also add paint to the wooden portion below the bucket. On the shotgun i'd add a ware line on the wooden pump where the users hands would occasionally slide along the wood. Since you have Substance Painter it may not be hard to do so.

    Great job thus far and thanks for sharing.

    Post edited by Tugpsx on
  • Tugpsx said:

    @erik, those look great. Nice start.we would be interested in more detail about your workflow. I have a few observations for the wheelbarrow I would also add paint to the wooden portion below the bucket. On the shotgun i'd add a ware line on the wooden pump where the users hands would occasionally slide along the wood. Since you have Substance Painter it may not be hard to do so.

    Great job thus far and thanks for sharing.

    Thanks Tuspsx!

    I agree that fore-end still looks too new, it most certainly needs more 'wear and tear' if it's supposed to look that old.

    But I was so happy with the result so far I couldn't resist showing it : )

    If you want to know something specific about how I do things just ask, but I don't think there's much out of the ordinary in my methods.

    Cheers!

  • Nice work 

    I think on the forearm that toneing down the glossiness and maybe bluring or smudging  part of it a little would give it an aged used look Just my idea on how to do it and maybe not the best as I'm not an expert on textureing by any stretch of the word

  • Oso3DOso3D Posts: 15,085

    I debate about getting Substance Painter. It's a bit of money, though not as bad as a lot of stuff. I worry that it's way higher end than I'm going to be able to make use of.

     

    As a lowish end user who has the freehand skills of a spastic toddler, what particular benefits does it have?

     

  • Well you'll have to decide for yourself, but this may help Will: if you hurry you can get Substance Painter Indie for $99- through Sketchfab, but the offer only lasts until the 24th of December!

    Don't think I can post a direct link here, but just Google SKETCHFABXMAS and you should have no trouble finding it.

    Thanks Robert!

    The stock needs some darkening too where it meets the receiver, from the oil that seeped into the wood during all those years, and some deeper gouges from a hard working life maybe.

    But that old metal looks the part doesn't it?

    Cheers!

     

  • Oso3DOso3D Posts: 15,085

    I don't have any money to spend until January, but good to know.

     

  • Yes sir the metal looks great

  • Thanks for the Sketchfab info I missed seeing that.

    Now I have more software to play with

  • Hey, that's great Robert!

    Do have a look at the Allegorithmic YouTube channel, they have some great tutorials there.

  • PhilWPhilW Posts: 5,160
    edited December 2015

    Erik - I am impressed with the texturing on these - going to have to take a look at that link!

    Edit - I failed to find Substance Painter for $99...

    Post edited by PhilW on
  • erik leemanerik leeman Posts: 262
    edited December 2015

    Please do, considering what you can do with it that has to be the deal of the century!

    Here's another close-up rendered in Octane Render for DAZ Studio.

    I export those textures from Substance Painter as Diffuse, Glossiness, Height, Specular, and Normal maps.

    In Octane I select the Glossiness map for Roughness, and then invert its effect.

    The Index Of Refraction (IOR) settings play a significant role in how materials will look in Octane, gradually increasing them will often help obtain realism.

    Cheers!

     

    Winchester1893_receiver_02.jpg
    1920 x 1200 - 257K
    Post edited by erik leeman on
  • Robert FreiseRobert Freise Posts: 4,572
    edited December 2015
    PhilW said:

    Erik - I am impressed with the texturing on these - going to have to take a look at that link!

    Edit - I failed to find Substance Painter for $99...

    Look here https://forum.sketchfab.com/t/substance-share-gallery-and-a-very-special-gift-sketchfab-blog/5707

    It's a coupon

    Post edited by Robert Freise on
  • PhilWPhilW Posts: 5,160

    Thanks Robert, much appreciated!

  • erik leemanerik leeman Posts: 262
    edited January 2016

    Octane for DAZ Studio test render of DzFire's The Last Stand, combined with DimensionTheory's Skies of iRadiance - Night Sky HDRIs for Iray.

    Additional lights are simulated headlights using a PIXAR IES file (StarFocused.IES).

    Finding out how to point the IES headlights in the right direction was the hardest part : )

    The Last Stand doesn't have bump, normal, or displacement maps for anything but two debris materials, but you can use the diffuse maps for that.

    I used DTSol-NightTimeI.hdr for the sky at Texture/RGB image Power 1, Gamma 1, and Illumination Power 2.

    The headlights were 300 Watts at 4000 Kelvin.

    Cheers!

    Last_Stand_01.jpg
    1920 x 1200 - 468K
    Post edited by erik leeman on
  • PhilWPhilW Posts: 5,160

    Erik - this looks great, very atmospheric!

  • erik leemanerik leeman Posts: 262
    edited January 2016

    Thanks Phil!

    Here's the same scene, but now with 'nightsky.hdr' by Hole from set 'Suite 2101' (sold here at DAZ).

    A bit of a problem I have with Dimension Theory's night skies is the enormous size of the moon in them.

    This huge disk may well be necessary to get enough light into the scene, but I really don't want that monster in my skies.

    Hole's moon is a LOT smaller, but still too large to look real.

    Some figures: nightsky.hdr at Texture/RGB image Power 1, Gamma 1, and Illumination Power 20 (!).

    Last_Stand_02.jpg
    1920 x 1200 - 491K
    Post edited by erik leeman on
  • erik leemanerik leeman Posts: 262
    edited January 2016

    Another useable night sky: 'OOT_HDRISpace05.hdr', sadly also with a dramatically oversized moon.

    Rendered in Octane Render for DAZ Studio.

    Texture/RGB image Power 1, Gamma 1, and Illumination Power 0.5 (!)

    Last_Stand_03.jpg
    1920 x 1200 - 458K
    Post edited by erik leeman on
  • PhilWPhilW Posts: 5,160

    Have you thought about mapping a moon image on a disk, rotating the background so you can't see the "built-in" moon image on the HDRI and using your disk for the moon image, this will give you more control over size and positioning.

  • SainsySainsy Posts: 50

    Another stab at the tweaking the new R20(2) Tonysculpor skin shader in Octane.  Just a quick test render, and need to get a bit more SSS in, but am liking this new shader a lot.  Some minor post work colour correction.

    Back to Mikey 6

  • PhilW said:

    Have you thought about mapping a moon image on a disk, rotating the background so you can't see the "built-in" moon image on the HDRI and using your disk for the moon image, this will give you more control over size and positioning.

    Hi Phil,

    I guess one could, even with the limited editing possibilities for 32-bit images (I still use Photoshop CS 5.1), but you would lose the haze gradient around it. Would that still look natural?

    Clouds are lit from above from quite a distance, even so, would a 'wrong' position of the moon in the sky be obvious?

    Only way to find out is to try I guess.

     

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