Post Your Renders like it's the year 2020!!!
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Cool!
It's been a while since I've seen this stuff from you. I love it! Man, those poor stunt actors, eh? I mean... no matter what safety precautions we might take, that's still gotta hurt!
Bravo, 3DAGE! I love the way you do that!
I agree entirely. I love a lot of Stezza's work - and it often has to do with the details. But the whole feel of his imagery is often very attention-grabbing.
I thought I had asked you this already but obviously not! How long did VA take to load for you? Nice render! Silene
Thanks Phil & Dart
appreciate the comments
Hello Silene, thank you.
It takes approximately 30 seconds to load. However as it's a large scene, navigation around the scene is a bit slow.
I also raised the Foreground to have it clear of all of the trees. Found inputting into the motion tab gave the best result for a slow response.
Regards, Bunyip
EDIT: I just deleted the Forest Detail Fill and that removed the trees in the foreground. Saves having to move the foreground.
Almost done with her eyes.
Really nice workm on those peepers!
Really nice. You and Magaremoto are definitely on my "bug these guys for realism tips" list for when I finish Phil's basic course..
Thanks evilproducer and UnifiedBrain!
Very, very nice, stringtheory!
Thanks Dart!
Thanks Phil & Dart
appreciate the comments
This is so good I'm sure I can see my own reflection if I look closely
Not only are the eyes great, but I am sold on the eyebrows. Great job, Stringtheory9
Thanks Stezza and Diomede!
great work stringtheory, it could add more realism to my Misty's Janette (very first skin test)
no postwork
w.i.p. 2 more tests on Janette lit by an hdr map and a soft area light:
on the left micro reflections with fresnel filter on, on the right micro shininess, no fresnel effect possible
endless possibilities with the shader editor
Thanks magaremoto, your Janette is looking really good already!
The changes I've made are fairly simple. The first thing I did was pull the eye surface into the middle of the head to get rid of it. One less transparent layer to render! I'm not sure if anything beyond V4 has that so it might not apply to newer models. Next I bulged the cornea. There is a cornea bulge morph for V4 but I wanted to make it more dome like. That's what make the reflections realistic. I then added refraction to the cornea which give the iris texture a natural magnification look. For the refraction I found water works well. It also fills the dome with the iris texture when viewed from the side, as it looks in RL.
I flattened out the iris aligned it with the inner edge of the sclera. I then extended the outer edge of the iris, at an angle, below the inner edge of the sclera. I then created an alpha mask to blend the inner edge of the sclera into the outer edger of the iris behind it. I also had to shrink the size of the pupil since the refraction of the cornea enlarges it quite a bit. I enlarged the pupil bulb to make extra sure it looked dark. I created a bump map for the sclera in photoshop by adding noise which i then blured and set the contrast so the the bumps were not too extreme.
For the tears I made the outer face concave instead of a tube. I then created an alpha mask to make the part that intersects with the sclera transparent. Without that the HDRI lighting caused some black artifacts at the intersections. For the lacrimal I extended the edge that touches the eye further into the eye and then created an alpha mask to fade the pink into the white of the sclera. I set reflection on the cornea, tears, sclera and lacrimal to about 15 but I think that value needs to be adjusted based on the unique lighting setup.
I also created a morph that stretches the light part of the iris texture so that the dark ring in most of the iris textures can be hidden behind the sclera so that an eye without the dark ring is also possible.
Wow @stringtheory9 those eyes look amazing!
This is a carrara render for the May 3- May 16 PC Inspiration challenge. I've been wanting to make a full medieval city from all the pieces I have for a while and decided to test part of it out for this render. The buildings are mostly from Favarel's Medieval City https://www.daz3d.com/medieval-city plus some extra town and castle pieces from other sets. The mountains are from Valle Alpina https://www.daz3d.com/valle-alpina by Howie Farkes.
That is great looking and deserves to win.
Thanks MDO2010
+ 1 on you desrving to win. I want to visit your town!
thanks for sharing that stringtheory, really useful and neat
here the final shot of Misty's Janette, with micro reflection and micro shininess applied simoultaneously
a bit of contrast in post
looks nice shader!!
if her hair were a lighter ginger she ready for a multipass
Faveral's Licorne in PhilW's realistic seas. I had a go at Toon! Part III, but I was rather disappointed. I probably need to tweak the shaders on the ship too - this is how it imported. I'm after a painterly look, cos it's to go into a pub sign prop, so Filterforge in Photoshop is going to be my next stop. Anyway here too is the photoreal version mocked into my wip . . .
thank you Mistara,
actually I just tweaked the P3D Cordia shader a little bit
here a wip: the first try on your Johnaton with Anain's Erik skin applied
Too busy to retire. Wanted to play with Petipet's dominator dropship and 3DUniverse's toon Gramps. Gramps's space suit fitted with VWD.
Here's another one with the Dominator Dropship. I really like this model.
That looks suitably menacing!
Johnathon's face skin almost done; G3 maps look workable within carrara to get subtle realism
a little bit more contrast in post
What do you mean by micro? You might, probably did, in - Post Your Renders - #6: 57 day to Halloween - are you ready
Since you cannot push the bump map beyond a certain limit to avoid unrealistic skin roughness, you need to simulate skin micro reflection and micro shininess (due to pores, puckers, sebum and bumps) in another way, by enhancing the contrast of the related maps via the curve filter. The provided G3 maps are enough detailed to try this imo