Erik, Depends how far you want to take this, but you could map another larger plane with a haze gradient and put it slightly behind the moon map? I think provided the additional moon map was in the same broad area as the moon in your HDRI map, it wouldn't be very noticable. I remember from Jeremy Burn's wonderful book on Digital Lighting and Rendering that the "pros" often cheat by putting lights from the same general direction but optimised to light the subject - so for example you can see a light source in the background providing a rim light, but actually the lighting used comes from an offset position so that it lights more of the face. I think your situation is similar. Provided the direction is not completely opposite, you should get away with it.
Erik, Depends how far you want to take this, but you could map another larger plane with a haze gradient and put it slightly behind the moon map? I think provided the additional moon map was in the same broad area as the moon in your HDRI map, it wouldn't be very noticable. I remember from Jeremy Burn's wonderful book on Digital Lighting and Rendering that the "pros" often cheat by putting lights from the same general direction but optimised to light the subject - so for example you can see a light source in the background providing a rim light, but actually the lighting used comes from an offset position so that it lights more of the face. I think your situation is similar. Provided the direction is not completely opposite, you should get away with it.
Well, if I can somehow get some really good nighttime HDRI's, either good from the start or (much less desirable) after some 'repair work', I can limit my cheating to a little bit of nudging here and there ; )
Here's the scene with Hole's Nightsky, this time modified in Photoshop to make the moon half as large as it was before.
The moon is still too large, but it is very difficult to make an invisible blend in the area around it (as you can see). I can improve it a bit, but it won't be perfect.
With a moon half obscured by clouds it just might simply be impossible to get acceptable results though.
Here's one with outoftouch's 'OOT_HDRISpace05' with the moon scaled down in Photoshop to 25% of its original size.
Looks good to me for a moon that close to the horizon.
The camera 'lens' used for this scene was quite wide at 35mm focal length, that's why things like the moon should be even smaller than at, let's say, the default 60mm.
Turns out there's enough editing tools in Photoshop CS 5.1 to work on 360x180 degree equirectangular 32-bit HDR images.
I used a Flaming Pear's Flexify 2 filter to remap DimensionTheory's 'DTSoI-NightTimeI.hdr' equirect latitude by 75 degrees so I could edit the moon as a perfect circle (it is warped in its original position).
After downscaling the moon 75% and patching the sky around it, I remapped the image's latitude back by -75 degrees to restore it to its original projection.
Here is my latest attempt at some skin settings and lighting. I am really enjoying the new GTX 960! I can now use the interactive mod and cycle thru lights fast and easy! Just wow!
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.
He looks just fine, just a little bit on the dry side perhaps. But I can imagine that with no strong key lights much of the specular will be spread out and difficult to discern. But it is obvious that you know what you're doing so please do keep them coming.
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.
He looks just fine, just a little bit on the dry side perhaps. But I can imagine that with no strong key lights much of the specular will be spread out and difficult to discern. But it is obvious that you know what you're doing so please do keep them coming.
Thanks Rashad, sure will. I really struggle with bringing any lighting into the scenes with these shaders. I still need to work on that. As soon as i bring in any light then you start to get the light penetrating the whole model and bringing up dark patches, particularly where there is an object inside, such as the mouth and eyes. But one step at a time. :-)
So I tried to make an alexandrite, but I dont believe it came out right. It is supposed to be bluish green in natural light and redish under flourescent light. Is this possible to do in an unbiased renderer?
So I tried to make an alexandrite, but I dont believe it came out right. It is supposed to be bluish green in natural light and redish under flourescent light. Is this possible to do in an unbiased renderer?
Yes...maybe. Gems that aren't color changing can be pretty accurately rendered, but take a bit to set up properly. I'm not sure about color changing ones...maybe if the lights are set by color temp, but it would take quite a bit to set up the material to do both colors depending on the light temperature.
Sorel - great realism so far, very impressive! True flourescence is the re-emission of received light at a different wavelength, usually a longer wavelength (ie. More towards the red end of the spectrum) which has less energy. So maybe you could mix a little red emission with the blue-green transparency, but I have a feeling that it will be a difficult effect to achieve totally convincingly.
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.
He looks just fine, just a little bit on the dry side perhaps. But I can imagine that with no strong key lights much of the specular will be spread out and difficult to discern. But it is obvious that you know what you're doing so please do keep them coming.
Thanks Rashad, sure will. I really struggle with bringing any lighting into the scenes with these shaders. I still need to work on that. As soon as i bring in any light then you start to get the light penetrating the whole model and bringing up dark patches, particularly where there is an object inside, such as the mouth and eyes. But one step at a time. :-)
You know, you've quite possibley given me a clue as to why you are having issues with these shaders. SSS in Octane is entirely dependent on scale. If for example, you were using my skin shader from earlier on a model that was too small, it would allow light to shine through into areas where it doesnt not belong. Make certain you work at the full scale where a V4 is roughly 5'10" or so. Best of luck!
I got excited and rendered this shortly after DAZ/IRAY came out. Changing a bunch of materials to Iray emitters was a chore, but worth it in the end. Added the starry background in Photoshop (generated with Filter Forge). Iray for DAZ changed everything for me!
So I tried to make an alexandrite, but I dont believe it came out right. It is supposed to be bluish green in natural light and redish under flourescent light. Is this possible to do in an unbiased renderer?
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.
He looks just fine, just a little bit on the dry side perhaps. But I can imagine that with no strong key lights much of the specular will be spread out and difficult to discern. But it is obvious that you know what you're doing so please do keep them coming.
Thanks Rashad, sure will. I really struggle with bringing any lighting into the scenes with these shaders. I still need to work on that. As soon as i bring in any light then you start to get the light penetrating the whole model and bringing up dark patches, particularly where there is an object inside, such as the mouth and eyes. But one step at a time. :-)
You know, you've quite possibley given me a clue as to why you are having issues with these shaders. SSS in Octane is entirely dependent on scale. If for example, you were using my skin shader from earlier on a model that was too small, it would allow light to shine through into areas where it doesnt not belong. Make certain you work at the full scale where a V4 is roughly 5'10" or so. Best of luck!
Thanks Sorel - when you talk 'scale' where is this set, within Daz or Octane?
So I tried to make an alexandrite, but I dont believe it came out right. It is supposed to be bluish green in natural light and redish under flourescent light. Is this possible to do in an unbiased renderer?
Hey Sorel - does the whole gem have to change or emit partial red, as the only thing I can think of is outside of the shader and box! If there was some light reflecting from the gem you could apply a little bloom then use the spectral shift and intensity to get some red. Great skin BTW - which shader you using and is it your own flavour.
So I tried to make an alexandrite, but I dont believe it came out right. It is supposed to be bluish green in natural light and redish under flourescent light. Is this possible to do in an unbiased renderer?
Hey Sorel - does the whole gem have to change or emit partial red, as the only thing I can think of is outside of the shader and box! If there was some light reflecting from the gem you could apply a little bloom then use the spectral shift and intensity to get some red. Great skin BTW - which shader you using and is it your own flavour.
This is the best I could come up with - but has a light passing through it, not at it. Good luck anyways :-)
yeah I have the IOR and Dispersion set accordingly. Looking at my actual alexandrite ring (mine is lab created I couldn't hope to afford a real one lol) it does seem to turn a complete purplish/redish color under incandescent light, while in sunlight it is teal with some purple hues. I was messing with the absorption settings, but couldn't get it to behave as it is in real life. Also the skin is a modified Tonysculptor R20 from the live DB.
yeah I have the IOR and Dispersion set accordingly. Looking at my actual alexandrite ring (mine is lab created I couldn't hope to afford a real one lol) it does seem to turn a complete purplish/redish color under incandescent light, while in sunlight it is teal with some purple hues. I was messing with the absorption settings, but couldn't get it to behave as it is in real life. Also the skin is a modified Tonysculptor R20 from the live DB
Cool. Did you check the IOR for Alexandrite? Should be 1.746 - 1.755
The skin is awesome, particularly around the joints. I have played a lot with Tonysculptors skins, but have never got anything near that good. I am trying to mix up the Tony shader with those from Redspec now to see if I can pick out the best bits. The redpec SSS is very good, but the overall result is still plasticy. Will post some examples soon. Well done again :-)
Yeah I stopped using redspec cause I got tired of seeing other peoples very photolike renders and finally decided to play around with materials myself. I'm very proud of what I can produce now.
I got excited and rendered this shortly after DAZ/IRAY came out. Changing a bunch of materials to Iray emitters was a chore, but worth it in the end. Added the starry background in Photoshop (generated with Filter Forge). Iray for DAZ changed everything for me!
Only problem with that one...it's too 'new' looking. The Enterprise NEVER looked that 'new'...even sitting in spacedock...
Sorel, color changing gems are probably the hardest ones to render...I don't know of any renderer that will do them out of the box...many can't even do them at all.
I got excited and rendered this shortly after DAZ/IRAY came out. Changing a bunch of materials to Iray emitters was a chore, but worth it in the end. Added the starry background in Photoshop (generated with Filter Forge). Iray for DAZ changed everything for me!
Only problem with that one...it's too 'new' looking. The Enterprise NEVER looked that 'new'...even sitting in spacedock...
Sorel, color changing gems are probably the hardest ones to render...I don't know of any renderer that will do them out of the box...many can't even do them at all.
Yeah I'm starting to think "close enough" is as good as it'll get
A very excessive proof of concept, of cycles hair composited on to a character rendered in Iray (theres still quite a bit I need to fix like adding DOF and fixing the eyes so there's not the funky line around the ine iris)
Arguably I could render the lady in cycles too, but its so much easier to set up that all those materials in studio
But look at that hair! its so pretty, and for as many strands as there are, it was pretty quick and low memory to render.
Its getting so hard to use non strand hair for final renders unless there's something like intricate plaits
Comments
Erik, Depends how far you want to take this, but you could map another larger plane with a haze gradient and put it slightly behind the moon map? I think provided the additional moon map was in the same broad area as the moon in your HDRI map, it wouldn't be very noticable. I remember from Jeremy Burn's wonderful book on Digital Lighting and Rendering that the "pros" often cheat by putting lights from the same general direction but optimised to light the subject - so for example you can see a light source in the background providing a rim light, but actually the lighting used comes from an offset position so that it lights more of the face. I think your situation is similar. Provided the direction is not completely opposite, you should get away with it.
Well, if I can somehow get some really good nighttime HDRI's, either good from the start or (much less desirable) after some 'repair work', I can limit my cheating to a little bit of nudging here and there ; )
Here's the scene with Hole's Nightsky, this time modified in Photoshop to make the moon half as large as it was before.
The moon is still too large, but it is very difficult to make an invisible blend in the area around it (as you can see). I can improve it a bit, but it won't be perfect.
With a moon half obscured by clouds it just might simply be impossible to get acceptable results though.
Here's one with outoftouch's 'OOT_HDRISpace05' with the moon scaled down in Photoshop to 25% of its original size.
Looks good to me for a moon that close to the horizon.
The camera 'lens' used for this scene was quite wide at 35mm focal length, that's why things like the moon should be even smaller than at, let's say, the default 60mm.
Turns out there's enough editing tools in Photoshop CS 5.1 to work on 360x180 degree equirectangular 32-bit HDR images.
I used a Flaming Pear's Flexify 2 filter to remap DimensionTheory's 'DTSoI-NightTimeI.hdr' equirect latitude by 75 degrees so I could edit the moon as a perfect circle (it is warped in its original position).
After downscaling the moon 75% and patching the sky around it, I remapped the image's latitude back by -75 degrees to restore it to its original projection.
Here's a cropped comparison
Erik - good work, the moon size looks a lot more realistic in the latest image.
Thanks Phil!
This is what that modified 'DTSoI-NightTimeI.hdr' by DimensionTheory looks like.
I'll probably make that moon even smaller, but even as it is now I really like that sky with all those twinkling stars and dramatic clouds!
Here is my latest attempt at some skin settings and lighting. I am really enjoying the new GTX 960! I can now use the interactive mod and cycle thru lights fast and easy! Just wow!
He looks just fine, just a little bit on the dry side perhaps. But I can imagine that with no strong key lights much of the specular will be spread out and difficult to discern. But it is obvious that you know what you're doing so please do keep them coming.
Thanks Rashad, sure will. I really struggle with bringing any lighting into the scenes with these shaders. I still need to work on that. As soon as i bring in any light then you start to get the light penetrating the whole model and bringing up dark patches, particularly where there is an object inside, such as the mouth and eyes. But one step at a time. :-)
A very early WIP, just to keep the thread alive : )
The ship is from 3D Warehouse (SketchUp) by Mandun.
Looks impressive already!
So I tried to make an alexandrite, but I dont believe it came out right. It is supposed to be bluish green in natural light and redish under flourescent light. Is this possible to do in an unbiased renderer?
Yes...maybe. Gems that aren't color changing can be pretty accurately rendered, but take a bit to set up properly. I'm not sure about color changing ones...maybe if the lights are set by color temp, but it would take quite a bit to set up the material to do both colors depending on the light temperature.
Sorel - great realism so far, very impressive! True flourescence is the re-emission of received light at a different wavelength, usually a longer wavelength (ie. More towards the red end of the spectrum) which has less energy. So maybe you could mix a little red emission with the blue-green transparency, but I have a feeling that it will be a difficult effect to achieve totally convincingly.
You know, you've quite possibley given me a clue as to why you are having issues with these shaders. SSS in Octane is entirely dependent on scale. If for example, you were using my skin shader from earlier on a model that was too small, it would allow light to shine through into areas where it doesnt not belong. Make certain you work at the full scale where a V4 is roughly 5'10" or so. Best of luck!
I got excited and rendered this shortly after DAZ/IRAY came out. Changing a bunch of materials to Iray emitters was a chore, but worth it in the end. Added the starry background in Photoshop (generated with Filter Forge). Iray for DAZ changed everything for me!
Do robots dance when we're not looking?
My first Octane for DAZ Studio render on a laptop, using a Geforce GTX 960M with 4GB VRAM on Windows 10.
Not at all bad compared to my regular PC render times, much better than I expected even!
Cheers!
Dont know about the gem texture,
Thanks Sorel - when you talk 'scale' where is this set, within Daz or Octane?
Edit - It's ok, found it :-)
Hey Sorel - does the whole gem have to change or emit partial red, as the only thing I can think of is outside of the shader and box! If there was some light reflecting from the gem you could apply a little bloom then use the spectral shift and intensity to get some red. Great skin BTW - which shader you using and is it your own flavour.
Or perhaps this may be of use? https://render.otoy.com/forum/viewtopic.php?f=21&t=8027
This is the best I could come up with - but has a light passing through it, not at it. Good luck anyways :-)
Erik: I adore that robot pic. HA
(Those are both robots I've been meaning to get eveeeentually)
yeah I have the IOR and Dispersion set accordingly. Looking at my actual alexandrite ring (mine is lab created I couldn't hope to afford a real one lol) it does seem to turn a complete purplish/redish color under incandescent light, while in sunlight it is teal with some purple hues. I was messing with the absorption settings, but couldn't get it to behave as it is in real life. Also the skin is a modified Tonysculptor R20 from the live DB.
Cool. Did you check the IOR for Alexandrite? Should be 1.746 - 1.755
The skin is awesome, particularly around the joints. I have played a lot with Tonysculptors skins, but have never got anything near that good. I am trying to mix up the Tony shader with those from Redspec now to see if I can pick out the best bits. The redpec SSS is very good, but the overall result is still plasticy. Will post some examples soon. Well done again :-)
Yeah I stopped using redspec cause I got tired of seeing other peoples very photolike renders and finally decided to play around with materials myself. I'm very proud of what I can produce now.
Only problem with that one...it's too 'new' looking. The Enterprise NEVER looked that 'new'...even sitting in spacedock...
Sorel, color changing gems are probably the hardest ones to render...I don't know of any renderer that will do them out of the box...many can't even do them at all.
Yeah I'm starting to think "close enough" is as good as it'll get
Octane render of Mike 6 with a blend of Redpec, Tonysculptor R20 and my own skin shader.
Very nice, I can see the translucency on the ears now.
Grrrr not getting notifications again
I think this is my first ever render of Michael 4, as Genesis was well on its way when I started using DAZ Studio a few years ago.
Reason was last weekend's sale and a nicely discounted US Army uniform and add-ons for M4 by DS3D that had been on my wishlist for quite some time.
My expectations weren't high, all I wanted to see was if it could be used for background figures, but it looks a lot better than I anticipated!
Sure, some of the meshes don't respond well to subdividing, especially the backpack, and there are a few other minor issues.
But all in all I'm quite pleased with it, it fills a gap at least until better ones for Genesis and/or Genesis2 become available (if ever).
Cheers!
Oh, rendered in Octane Render for DAZ Studio.
And I replaced the carbine for one by Panko, as the original one is pretty useless.
A very excessive proof of concept, of cycles hair composited on to a character rendered in Iray (theres still quite a bit I need to fix like adding DOF and fixing the eyes so there's not the funky line around the ine iris)
Arguably I could render the lady in cycles too, but its so much easier to set up that all those materials in studio
But look at that hair! its so pretty, and for as many strands as there are, it was pretty quick and low memory to render.
Its getting so hard to use non strand hair for final renders unless there's something like intricate plaits