Post Your Renders like it's the year 2020!!!

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Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190

    that is terrifying devil

    the sound of it alone brings fear

  • ChoholeChohole Posts: 33,604

    Can be fun though if captured and put to use by an aussie busker

  • PhilWPhilW Posts: 5,145

    Well that was unexpected - and fun!

  • wgdjohnwgdjohn Posts: 2,634

    Wendy,  Thanks for the super fast examples of the Pigeon and (one eared) feline.  Catfastic!

  • StezzaStezza Posts: 8,049
    Chohole said:

    Can be fun though if captured and put to use by an aussie busker

    they run/fly wild in the outback.... getting as bad as the imported deer population explosion!

     

    Thanks for all your comments... glad you like it smiley

  • DartanbeckDartanbeck Posts: 21,532

    Whoa, Stezza... very cool! Love it!

  • Here is one of my renders...

     

     

    AliciaBullFighter-Body.jpg
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  • DartanbeckDartanbeck Posts: 21,532

    Here is one of my renders...

     

     

    Sweet! Nice Job! yes

  • DartanbeckDartanbeck Posts: 21,532

    Here's one of the movie sets I've been working on

  • DesertDudeDesertDude Posts: 1,235
    edited July 2017

    ​That looks fantastic Dartanbeck! Can't wait to see what you have been cooking all these years to come to fulfillment. (I'm patient...)

    Well, here is one more pidly example of a landscape manipulated in post with render passes. This one done before I realized Material Diffuse renders without shadows, so this one I made a custom pass using the texture in the glow channel...ack, don't ask, but I love experimenting with making custom passes anyways.

    If you think those shadows are "too intense", well I look at the Catalinas from a downtown perspective when I am out walking every day, and those shadows are SCREAMING sapphire blue nearly all throughout the day...so lovely. And, no, this landscape is not the Catalinas, but inspired by their color. Photo texture and rocks were taken in my front driveway.

    Manipulated/Reassembled in After Effects.

     

    The Depth Pass used the "Fog Trick" and the "Shadow Pass" used a pure white shader on the terrain instead of the native Shadow pass from Carrara itself. Just different approaches.

    Desert_Final_Comp2.png
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    Desert_Depth1.png
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    Desert_Shadow1.png
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    Desert_DiffuseColor1.png
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    Post edited by DesertDude on
  • DartanbeckDartanbeck Posts: 21,532

    Kick Ass Ankle, DesertDude! Looks fantastic!

  • DesertDudeDesertDude Posts: 1,235

    Thanks Dartanbeck, Cheers!

  • DesertDudeDesertDude Posts: 1,235

    P.S., maybe this thread is not the right place to post this link, but this was inspiring for me. Ignore the software titles and let your imagination be inspired and sort of think...hmmm, what is the Carrara equivalent, especially if not included in Carrara's native mulipass ouput?

    http://www.g-3d.com/Newer_AAC_3d_multi.html

    And, of course with a bit of planning you can "break out" elements from your scene and apply mattes just for those elements to manipulate, etc.

     

     

  • StezzaStezza Posts: 8,049

    Here's one of the movie sets I've been working on

    fan(freakin')tastic.... awesome even .... not to mention I like it yes

  • DartanbeckDartanbeck Posts: 21,532

    Thanks! :)

    I still have a quite a way to go. This was just to the point where I got shaders initial optimization taken care of, including making glow maps for the lights represented by the texture maps in the Olympus Mons Hangar, and customizing the shaders in Woodlands to suit what I want to do (combining the dB_Grassy with the dB_Forest in various ways) and shaping the land to begin forming the Outpost 94 into a tunnel entrance to the underground base.

    I still want to add more topside, which I hope to show soon. But after getting the lighting to this stage (shaping the EnvironKit setup into a more customized look), we (Rosie and I) decided to land our ship into the main focus point of the scene and see what happens. 

    Probably too much babble... sorry 'bout that...

    Thanks for the kind words smiley

  • DartanbeckDartanbeck Posts: 21,532

    P.S., maybe this thread is not the right place to post this link, but this was inspiring for me. Ignore the software titles and let your imagination be inspired and sort of think...hmmm, what is the Carrara equivalent, especially if not included in Carrara's native mulipass ouput?

    http://www.g-3d.com/Newer_AAC_3d_multi.html

    And, of course with a bit of planning you can "break out" elements from your scene and apply mattes just for those elements to manipulate, etc.

     

    I agree. Multipass rendering/compositing can be ultra-powerful and incredibly fun. Visual effects techniques are a real blast. We can even use different render engine settings setups as extra 'passes' as well, if we need to.

    In fact, after spending some time a while back in Head Wax's Non-PR thread, I've read the whole promo page for DCG's Noir plugin for Carrara, which has some amazing capaiblities for customizing our render output and can't wait to get my hands on it to give it a try.

    It offers Pre-Processing, Equalizers for Intensity, R, G, and B, and Post-Processing parameters - it's vastly more powerful than its name implies!

    We can create a special Shader to control where the effect/affect is applied using grey scale, assign distance Lead-In and Fade-Out for the effcets/affects, it's all dedicated to assigning how colors are represented in the output of a render, with built-in presets, each of which are fully editable, making them a great starting point.

    A lot of this stuff, I think, I'm actually quite happy (so far) working out in Post, but my imagination pesters me that, in the realms of thinking along the lines of compositing using multiple render passes, this plugin could be used to powerful effect.

  • DesertDudeDesertDude Posts: 1,235

     

    It offers Pre-Processing, Equalizers for Intensity, R, G, and B, and Post-Processing parameters - it's vastly more powerful than its name implies!

    Thanks for the heads up Dartanbeck, looks like an intriguing plugin!

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190

    video
    OK big Cheat in Zbrush I made a unified skin and got the nice quads from Zremesher​

    it was two organic models traced from the picture joined together and I UV mapped it in Carrara

    bulldogs.jpg
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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190
    edited July 2017
    Post edited by WendyLuvsCatz on
  • DesertDudeDesertDude Posts: 1,235

    Nicely done Wendy! But, I'm a little confused as to workflow regarding "joined together"? I know nothing about Zbrush, thanks.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190

    I joined them, interscected them in Carrara the overlapping mesh inside does not matter as I made a unified skin in Zbrush and used that.

    This would be a killer tool for Carrara to have, unified skin!!!

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190

    well here is another organically made carrara mesh which I sliced and and then bridged with a duplicate with symmetry 

    was a lot of mess to clean up

    next is a nice Zbrush tidied version of it

    the point is I still very much need Carrara to model the basic shape as my Zskills are lacking but Zbrush makes a silk purse out of a sows ear!!

    Capture.JPG
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    Capture.JPG
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  • DesertDudeDesertDude Posts: 1,235
    th3Digit said:

    I joined them, interscected them in Carrara the overlapping mesh inside does not matter as I made a unified skin in Zbrush and used that.

    This would be a killer tool for Carrara to have, unified skin!!!

    Was the bulldog "sliced and then bridged with a duplicate symmetry"?

    The cat looks awesome.  It looks like you cleaned up the geometry nicecly?

    Aplogies for confusion from my end. I guess I should try something for myself. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190
    edited July 2017

    I am working on a tutorial now

    will post in WDJ's modelling thread

     

     is here https://www.daz3d.com/forums/discussion/comment/2659456/#Comment_2659456

    Post edited by WendyLuvsCatz on
  • MistaraMistara Posts: 38,675
  • DesertDudeDesertDude Posts: 1,235
    th3Digit said:

    I am working on a tutorial now

    will post in WDJ's modelling thread

     

     is here https://www.daz3d.com/forums/discussion/comment/2659456/#Comment_2659456

     

    Cool and thank you for your explanations and efforts, as usual. smiley

  • DartanbeckDartanbeck Posts: 21,532
    edited July 2017

    So very cool! Bravo, Wendy!

    I was able to push a little further along on my movie set. After spending a whole session on it I didn't like what I had, so I closed without saving and waited for another chance (yesterday) to try again. This time I like where it's going, so I saved it here again.

    Added the base structure of the Palenque Ruins for the Outpost to sit upon, modeled some terrain around and over the Hangar, added stuff from Petipet's New Colony Props set as well as from my own Woodlands kit.

    Also added a bunch of NRH Dragonfly ships and twelve individual LoRez Predatron figures doing their various duties around the base.

    Oh, I also did some simple modeling to make the brick pad that the Outpost is standing on, instead of leaving it grass from the top of the Paleque Ruins, of which I've removed the temple.

    ...and turned off the exterior lights on the Marcoor Hunter FG (larger star ship)

    Post edited by Dartanbeck on
  • wgdjohnwgdjohn Posts: 2,634

    Wow Dart,  That certainly livened it up.  Excellent.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190

    looking forward to the movie, it will be awesome yes if the sets are anything to go by.

This discussion has been closed.