Sept 2016 New User Contest "Depth of Field" (WIP Thread)

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Comments

  • Either way, I'd say keep the background.

    As for lighting, I agree it seems too even. You could adjust the brightness of some of the lights (down on one side, up on the other) and/or rotate them (the individual lights, not the arm) so some don't point directly at the model -- this gives a softer effect and a bit of shadow.

    Alternatively you could shift the whole light rig so it doesn't point directly at the model. Try moving it up/down, left/right, rotating it on the X or Z axis. This can have a similar effect of adding some shadow.

    Thanks, Tubby. The more I look at this, the more I'm commited to not having a background. I get what you're saying and appreciate it, but what I want to create with this piece is a studio portrait. If this doesn't work for the contest, I'll try a new concept—I've been working on something that might work better for this contest. I can only take a screenshot of the top half because even after 7 hours of rendering on my Nvidia-less MacBook Air, it still not nearly done. But it uses depth of field not to focus subtley on the face, but to isolate the character and action from the background.

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  • Either way, I'd say keep the background.

    As for lighting, I agree it seems too even. You could adjust the brightness of some of the lights (down on one side, up on the other) and/or rotate them (the individual lights, not the arm) so some don't point directly at the model -- this gives a softer effect and a bit of shadow.

    Alternatively you could shift the whole light rig so it doesn't point directly at the model. Try moving it up/down, left/right, rotating it on the X or Z axis. This can have a similar effect of adding some shadow.

    Thanks, Tubby. The more I look at this, the more I'm commited to not having a background. I get what you're saying and appreciate it, but what I want to create with this piece is a studio portrait. If this doesn't work for the contest, I'll try a new concept—I've been working on something that might work better for this contest. I can only take a screenshot of the top half because even after 7 hours of rendering on my Nvidia-less MacBook Air, it still not nearly done. But it uses depth of field not to focus subtley on the face, but to isolate the character and action from the background.

    Not bad, just a question what is she wering?

  • http://www.daz3d.com/sci-fi-body-suit-sf-001

    The materials aren't Iray, but it's pretty easy to convert them. There's a specular map (or something) you can slot into the metality channel if you use the Metalicity/Roughness PBR model, plus something you can slot into the emissions channel if you wantthe parts I've color yellow to glow. It's not perfect—it requires the body be hid or the poke through is pretty bad, but for G3, the script doesn't work (it's a G2 item). So you have to manually hide some stuff. And I've encounted a bug that effects the viewscreen. But I still recommend it. The shoes are excellent and the deails are really nice. Little vents and some nice normal map folds to make it look natural.

  • IceDragonArtIceDragonArt Posts: 12,548
    edited September 2016

    Okay I used all the suggestion and I think I am ready to call this done.  The feather on the arrow is correct I don't know why its showing brown for part of it but it is actually a green feather that matches the arrows in the quiver.  This one take over 24 hours to render, but I am think its good now.

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    Post edited by IceDragonArt on
  • dawnbladedawnblade Posts: 1,723

    "I'll Scratch That Itch!"

    Rendered in 3Delight using LDP-R (night filter). Also applied blood splatters on Ogre's weapon, Ron's Ripped Fabric on his right hand cloth, and Ron's Mud on his left side. Suggestions welcome.

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  • HollokoHolloko Posts: 75
    edited September 2016

    I decided to rework my project. @Kismet was right that the ocean meeting the rock was all wrong in the other version - it was missing surf and spray, etc. I don't think I am going to have time to figure out that whole issue this month, so I changed my figure to the Greek god Haphaestus working his forge (a volcano). I think I need less blur so the sword is in focus. I know I will need to increase my pixel samples for the final render so some of the spraying lava is not so pixilated. Maybe I need to add some smoke? My only worry about this is that I will obscure Haphaestus too much. Thoughts? All suggestions are welcome, please!

    Rendered in 3Delight. Lava created using liquid effects pack with shaders.

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    Post edited by Chohole on
  • dawnbladedawnblade Posts: 1,723
    edited September 2016
    Holloko said:

    I decided to rework my project. @Kismet was right that the ocean meeting the rock was all wrong in the other version - it was missing surf and spray, etc. I don't think I am going to have time to figure out that whole issue this month, so I changed my figure to the Greek god Haphaestus working his forge (a volcano). I think I need less blur so the sword is in focus. I know I will need to increase my pixel samples for the final render so some of the spraying lava is not so pixilated. Maybe I need to add some smoke? My only worry about this is that I will obscure Haphaestus too much. Thoughts? All suggestions are welcome, please!

    Rendered in 3Delight. Lava created using liquid effects pack with shaders.

    I vote for smoke. Maybe you can just add it to the side lava sprays so that you won't obscure your main figure.

    Edit: Link to Hawaii lava photo with smoke.

    Post edited by dawnblade on
  • FrankTheTankFrankTheTank Posts: 1,185
    edited January 2018

      

    Post edited by FrankTheTank on
  • rcbcgreenpanzerrcbcgreenpanzer Posts: 99
    edited September 2016

    Here's version #2. @DvoraszeniaStudios I figured it'd work well enough to screenshot one of my own coding assignments, then use it for both the diffuse and the emissive maps. Then it struck me that the way the keyboard texture's set up, I could do the same thing to that, too! 

    One thing I'm trying to work on is getting the lights bright enough to make the main character pop out from the wall a bit more, while still giving a somewhat cozy, wrapped-up-in-the-project feel. Maybe I should move the lamp over to the desk...

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    Post edited by Chohole on
  • mjc1016mjc1016 Posts: 15,001

     

    One thing I'm trying to work on is getting the lights bright enough to make the main character pop out from the wall a bit more, while still giving a somewhat cozy, wrapped-up-in-the-project feel. Maybe I should move the lamp over to the desk...

     

    You can tweak the overall exposure under the Environment tab...try adjusting the film speed (ISO) a bit.

  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,188
    edited September 2016

    Here's version #2. @DvoraszeniaStudios I figured it'd work well enough to screenshot one of my own coding assignments, then use it for both the diffuse and the emissive maps. Then it struck me that the way the keyboard texture's set up, I could do the same thing to that, too! 

    One thing I'm trying to work on is getting the lights bright enough to make the main character pop out from the wall a bit more, while still giving a somewhat cozy, wrapped-up-in-the-project feel. Maybe I should move the lamp over to the desk...

    Looking good overall though. I once did something similer in a render that I did a few years back before Iray came out.

    Post edited by Chohole on
  • FrankTheTankFrankTheTank Posts: 1,185
    edited January 2018

      

    Post edited by FrankTheTank on
  • Here's version #2. @DvoraszeniaStudios I figured it'd work well enough to screenshot one of my own coding assignments, then use it for both the diffuse and the emissive maps. Then it struck me that the way the keyboard texture's set up, I could do the same thing to that, too! 

    One thing I'm trying to work on is getting the lights bright enough to make the main character pop out from the wall a bit more, while still giving a somewhat cozy, wrapped-up-in-the-project feel. Maybe I should move the lamp over to the desk...

     

    I think that one of the best ways to get the character to pop from the wall is to add a rim light. You can set up a light, doesn't have to be too bright, behind the character, at an angle, so that it essentially highlights the edges. This highlight adds a depth and sets off the character from its surrounds. In the attached sample, I was experimenting with lighting and did most of it from behind. Note the highlights on the tops of her arms and the edge of her torso. You can get a real sense of dimension, even against a black background.

    Good Luck! 

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  • ewcarman said:

    Here's version #2. @DvoraszeniaStudios I figured it'd work well enough to screenshot one of my own coding assignments, then use it for both the diffuse and the emissive maps. Then it struck me that the way the keyboard texture's set up, I could do the same thing to that, too! 

    One thing I'm trying to work on is getting the lights bright enough to make the main character pop out from the wall a bit more, while still giving a somewhat cozy, wrapped-up-in-the-project feel. Maybe I should move the lamp over to the desk...

     

    I think that one of the best ways to get the character to pop from the wall is to add a rim light. You can set up a light, doesn't have to be too bright, behind the character, at an angle, so that it essentially highlights the edges. This highlight adds a depth and sets off the character from its surrounds. In the attached sample, I was experimenting with lighting and did most of it from behind. Note the highlights on the tops of her arms and the edge of her torso. You can get a real sense of dimension, even against a black background.

    Good Luck! 

    This would have been my suggestions as well.

  • Can we post our renders elsewhere once they are in the entry thread?

     

  • mjc1016mjc1016 Posts: 15,001
    edited September 2016

    I'm not sure...let me check.

    See #5 under the 'You May' section of the official rules...

    http://www.daz3d.com/forums/discussion/3440/new-user-contest-rules-and-regulations

    If you need any further clarification, just ask.

    Post edited by mjc1016 on
  • FrankTheTankFrankTheTank Posts: 1,185
    edited January 2018

      

    Post edited by FrankTheTank on
  • dawnbladedawnblade Posts: 1,723

    I have another idea for a second entry, not sure which version I like better, any opinions?

    I really like this one, as it is a simple scene whereas the other image has more to distract from your figure (buildings, the boat below, the barbershop sign etc.).

    Two things I noticed (no pun intended) about this image. The first is the reflection of the objects in the water: it may accentuate her figure if she was reflected in the water instead of the other objects. The other thing I noticed is above the stairs between the two buildings (a hill or mountain maybe?) and it seems to distract me from her.

  • FrankTheTankFrankTheTank Posts: 1,185
    edited January 2018

      

    Post edited by FrankTheTank on
  • mjc1016 said:

    I'm not sure...let me check.

    See #5 under the 'You May' section of the official rules...

    http://www.daz3d.com/forums/discussion/3440/new-user-contest-rules-and-regulations

    If you need any further clarification, just ask.

    Thank you!

     

  • dawnblade said:

    I really like this one, as it is a simple scene whereas the other image has more to distract from your figure (buildings, the boat below, the barbershop sign etc.).

    Two things I noticed (no pun intended) about this image. The first is the reflection of the objects in the water: it may accentuate her figure if she was reflected in the water instead of the other objects. The other thing I noticed is above the stairs between the two buildings (a hill or mountain maybe?) and it seems to distract me from her.

    Thats the one I was leaning towards as well. (The irony being it took me so much longer to setup the venice background, interior room lighting, etc., but I'm sure I'll use that setup for something else.)  Anyway, the Streets of Asia 2 set has many cool locations, maybe I'll try to move her into the water, to get some reflections, it might give me the chance to mess with Ron's Hydro Explosion brushes as well.

    I like that one better as well.  I also agree the mountain in the background is just in the wrong place. If you don't want to go to the trouble of moving her etc. just rotate the background a smidge to move the mountain over.  Or the sky if that's where its coming from.

  • HollokoHolloko Posts: 75
    edited September 2016

    Made some changes to Hephaestus. Intead of rocky eyes, I make them a cold blue color to contrast with the warm oranges and reds. He is supposed to have something of a far-off look. If you know much about Greek mythology, you will recall Hephaestus is married to Aphrodite, goddess of love, and she was always cheating on him - especially with her brother Ares, the god of war. I wanted Hephaestus to have something of a jealus/angry, but also sorrowful look about him as he loses himself in his work.

    I also changed the depth of field a little so the sword is more in focus. It also brought some of the debris in the background more into focus, which I don't like as well. I like the kind of brokeh look that I was getting with some of the flying rocks, etc. To get the compromise, I think I will decrease the F-stop a little again but move the focal distance forward a little.

    I also added some smoke to the scene, as suggested, which adds a nice effect I think.

    Any advice on the lava itself?

    Other suggestions or comments?

    hephaestus 3.png
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    Post edited by Chohole on
  • dawnbladedawnblade Posts: 1,723
    Holloko said:

    Made some changes to Hephaestus. Intead of rocky eyes, I make them a cold blue color to contrast with the warm oranges and reds. He is supposed to have something of a far-off look. If you know much about Greek mythology, you will recall Hephaestus is married to Aphrodite, goddess of love, and she was always cheating on him - especially with her brother Ares, the god of war. I wanted Hephaestus to have something of a jealus/angry, but also sorrowful look about him as he loses himself in his work.

    I also changed the depth of field a little so the sword is more in focus. It also brought some of the debris in the background more into focus, which I don't like as well. I like the kind of brokeh look that I was getting with some of the flying rocks, etc. To get the compromise, I think I will decrease the F-stop a little again but move the focal distance forward a little.

    I also added some smoke to the scene, as suggested, which adds a nice effect I think.

    Any advice on the lava itself?

    Other suggestions or comments?

    This is so creative. I like the smoke and other effects.

    Regarding the sword, I noticed that part of it is split/hidden by the rock. I circled it in red. Either the rock below/next to it needs to be moved away, or the sword needs to be moved up so that it appears in one piece.

     

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  • dawnblade said:
    Holloko said:

    Made some changes to Hephaestus. Intead of rocky eyes, I make them a cold blue color to contrast with the warm oranges and reds. He is supposed to have something of a far-off look. If you know much about Greek mythology, you will recall Hephaestus is married to Aphrodite, goddess of love, and she was always cheating on him - especially with her brother Ares, the god of war. I wanted Hephaestus to have something of a jealus/angry, but also sorrowful look about him as he loses himself in his work.

    I also changed the depth of field a little so the sword is more in focus. It also brought some of the debris in the background more into focus, which I don't like as well. I like the kind of brokeh look that I was getting with some of the flying rocks, etc. To get the compromise, I think I will decrease the F-stop a little again but move the focal distance forward a little.

    I also added some smoke to the scene, as suggested, which adds a nice effect I think.

    Any advice on the lava itself?

    Other suggestions or comments?

    This is so creative. I like the smoke and other effects.

    Regarding the sword, I noticed that part of it is split/hidden by the rock. I circled it in red. Either the rock below/next to it needs to be moved away, or the sword needs to be moved up so that it appears in one piece.

     

    Thanks for the feedback. The sword is actually designed that way. It is supposed to be some kind of fantasty/decorative sword. There aren't any rocks in thaty area at all.

  • rcbcgreenpanzerrcbcgreenpanzer Posts: 99
    edited September 2016

    CodingHW mark 2:

    I moved some things around, bumped up the ISO, and added a light to give her a bit of an outline. I positioned it in the corner to help diffuse it, though I'm now thinking that I may want to bump up it's colour temperature to better match the laptop. I think I might want to bump up the lamp that's offscreen to the left to help outline that side of her. Any recommendations on where to take it from here?

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    Post edited by Chohole on
  • A more conventional scene for depth of field. This is a beast to render on my Nvidia-free computer—two overnights plus some additional render time in-between and I didn't get to 10% convergence! NIK tools cleaned up some of the noise, although with some loss of detail in the face.

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  • FrankTheTankFrankTheTank Posts: 1,185
    edited January 2018

      

    Post edited by FrankTheTank on
  • CodingHW mark 2:

    I moved some things around, bumped up the ISO, and added a light to give her a bit of an outline. I positioned it in the corner to help diffuse it, though I'm now thinking that I may want to bump up it's colour temperature to better match the laptop. I think I might want to bump up the lamp that's offscreen to the left to help outline that side of her. Any recommendations on where to take it from here?

    I really like the lighting you are going for with this. I would try to make the light from the screen brighter/more emmissive (just a little bit) to shine on her face. 

  • CodingHW mark 2:

    I moved some things around, bumped up the ISO, and added a light to give her a bit of an outline. I positioned it in the corner to help diffuse it, though I'm now thinking that I may want to bump up it's colour temperature to better match the laptop. I think I might want to bump up the lamp that's offscreen to the left to help outline that side of her. Any recommendations on where to take it from here?

    When I compare this to your very first image, my eyes were drawn to her face in the first image you did, and I thought you had it framed well to drawn attention to her. But now I feel like I'm drawn to the screen more than her.

    I have to agree. In some ways, this is more narrative—you get the sense that she's working late into the night on her project in a way that's more dramatic than her looking at something on her screen, but I feel the shift in focus (via what's bright) moves the emphasis too much to the screen. If you reverse the screen's texture, so it's dark code on a light background, you'd probably have enough light on her face to bring the emphasis back to her. But it might be better to use a 2nd light to do the same thing, while keeping the screen relatively dark. 

    I'd also like to see this with the outside darkened (perhaps switching to a nighttim image/HDRI) to further sell the nighttime element. Finally, composition-wise, I think a beverage in the scene would be great. Is she drinking coffee to try to stay away? Drinking a beer to relax a bit? You've got some nice set decorations going, but I think you could go a bit further.

  • aaráribel caađoaaráribel caađo Posts: 686
    edited September 2016

    I went back to this. I didn't like geometry in the background for a studio shot, but thought I should revise the background, so I lightened the shader on the background and used a contrast colored-light to give it some texture. With the camera pulled out, this hopefully shows off the depth of field more effectively. Color toning and film grain added in Photoshop/NIK Tools..

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    Post edited by Chohole on
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