Post Your Renders like it's the year 2020!!!
This discussion has been closed.
Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Loving these renders... the colors....
Funny. I started tinkering with Carrara 8 Pro beta back in 2010 - but it feels so long ago, even though 2010 isn't that distant of a past.
I was so blind then. I just wanted a Poser that allowed me to model within the same interface - and that's what I bought it for. "Pro" included the Ocean primitive, which has animated waves built right into it - so that was the big selling point for that. Like I said... Blind!
It took a long time before I started venturing out of the Poser way of making small fake scenes with things like the Millennium Environment and just using what I want - Carrara lets us do that, after all.
Anyway, back in 2012 I wanted to start figuring out how to stitch my animations together in something other than Windows Movie Maker. I was happy with Movie Maker until I built my Carrara workhorse upon the then new Windows 7 64 bit, which only had Movie Maker Live, which was brand new then and I didn't like it at all.
Jonny Bravo just did (then) a video for GoFigure's aniBlock importer for Carrara, along with a series of other shorts he did as experiments. I loved them, so I asked him what he used, so I ended up buying Sony's Vegas Movie Studio Platinum - a cheaper home version of Vegas, Platinum also including Sound Forge Studio and DVD Architect (again, home versions) and really like it.
To try Vegas out during the 30 day trial, I only had a pile of test renders that (according to plan) should have been deleted by then, so I used those to see how I got along with the software. I liked it enough then to post it to YouTube. Although I've come a long way since then, I still like the short film to this day. The heroes are myself and my wife - our superhero versions! LOL
As of my copying this link, it has recieved 5,555 views! :) I was still using skydomes (still haven't even tried Carrara's Realistic Sky much, if at all) except for the space scenes, which used what eventually became my first Daz3d product: Starry Sky for Carrara - 3D low-poly stars replicated onto four invisible globes - some using placement maps, others just randomized using the surface replicator controls. Anyway, since the making of this crazy thing I've learned SO MUCH MORE about lighting, animation, rendering, and just plain using Carrara and many of its other amazing features.
When I uploaded it, I fogot that the title of the movie was "Just For Fun" and instead called it: "Just a Bit of Fun"! LOL
Enjoy
Yes, this one reminds me of Maxfield Parrish, in color and subject. The rays are a nice effect and it would be interesting to see the edges a bit softer for comparison, don't know how easy that is to accomplish without affecting anything else.
For softer volumetric lighting shadow cutting edges (edges of the rays), I spend a lot of extra time setting up the strength of the light cone with its fall-off setting. Strength can be controlled by the brightness setting of the actual light as well as the intensity setting of the light cone, but the fall-off setting of the actual light settings don't seem to affect the edges of the volumetric effect of the light cone - so that must be done within the light cone effect's settings.
It can help to just do a bunch of simple tests, only making adjustments to one thing at a time, to get acquainted with how touchy some things can be. And I almost always have to tweak light cones entirely separately from one scene to the next.
I came from a Poser background and then ventured into Vue, but really wanted to animate but the scenes I created with Vue took days to render, mostly because I didn't have a clue how to cheat the system ; ' ) I couldn't get on with Studio at the time so I never gave it any real effort to learn the interface whilst searching for my perfect set-up and then came Carrara version 6 on a mag CD with an upgrade to get 7 pro cheaper. There is something mystical about Carrara it does some things rediculously brilliant and somethings so dire it makes one wonder how on earth did this end up here..
By the way I watched your video when it first came out and several times since during searches for tutorials 5,555 I'm at least 4 of them : ' )..
Thanks. Yeah... it's a horrible excercise in walk cycles, but I still like it for what it is. LOL
I enjoyed it, well maybe the first time....
I've attached the HDR, shaders and scene from the Aston Martin DB5, they are the same as the other car renders obviously with different diffuse colours.. And as you volunteered ; ' )
The real killer is 1. Render settings 2. the Glass shader, maybe someone could improve and upload them...?
cool, thanks... I'll post a render soon.. but FYI the rubber shader is the glass and the glass shader is the rubber
Holdens
and IceCream with Holden FX
Very cool!!!
this one's a beauty. could star in a remake of the Newcastle Song
Bob Hudson
I saw some nice immaculate FJHoldens and other classic and iconic Holdens driving around Sunday a couple weeks ago along John Rice Avenue by GM Holdens newly closed factory at Elizabeth on my way home from church.
It was bittersweet as all the former employees and supporters were lining the streets holding white balloons.
http://www.abc.net.au/news/2017-10-15/thousands-of-holden-fans-take-to-the-streets-in-adelaide/9050384
wow that it is some artwork Dart - congrats and hats off
yes very sad, next thing we'll be selling all our land to the Chinese ... oh wait, hold on. we already have
not to let a chance go by..............................
So sad.
Why Thank Ye!
Nicely done, never heard of a Holdens before, it looks like the car on the right has tinted windows or possibly the angle?
"but FYI the rubber shader is the glass and the glass shader is the rubber"
Sorry about that, I've been a bit stressed lately.....
These look great as well, hopefully they didn't take too long to render...
not long at all... didn't take note but was no more than a few minutes each
they had a showing the other weekend in our local shopping centre car park.. I guess my car now is a collectors item lol
It's a beautiful model, Stezza! Very beautiful!
watching baseball world series and rendering a movie star
have nto been here for a looong time. thsi is a recent
EDIT: oh this is a carrara topic. i jumped in on the last page. my msitake. my image is from studio. can a md delete this?
No... it's a Great Render!!!
Awesome! Very albumy! (you know... like an old vinyl album cover)
Great render, very realistic..
I've thought the SSS in Carrara can look pretty good for lots of things like marble or milk or whatever inanimate object material, but when it comes to human skin it's just eluded me for years how to get a realistic SSS effect. In all my thousands and thousands of bald vickies, I've never even gotten all that close, and had to cobble together (aka: steal) my best settings from better artists than me (such as Philw, lol). I've wondered if it's just impossible to find the right settings that will look realistic in human skin or if there's some 'magic setting' that will one day be discovered that will make for a super realistic sss effect on skin. I know that a good part of the problem is that when using texture maps for daz models there's already SSS baked in, and I wonder if the correct approach would be to use a grey procedural shader for skin and then add the sss until it looks realistic.
I haven't spent enough time to figure it out yet - mainly because it appears to me to only work for still images, but DCG's Shader Ops 2 has a thing called Light Mangler, which allows us to (amongst many other things) re-process the sss channel with modifications, like adding an SSS Map, for example. Perhaps I was overthinking it... it just seemed very difficult to work with for me. If you have Shader Ops 2, maybe you could figure it out better? He has a tutorial about it here
But I agree with you. SSS doesn't seem to me to work right on humans in Carrara. There's no way for us to use a map to help control the effect intensity over the domain.
One way that I was planning on experimenting with, but haven't yet, was to try using a low intensity setting for sss, and then use specific lights to help control the effect via the lights, and not so much via the shader. So if it takes a LOT of light to get the sss to kick in, and the scatter isn't super strong, we could add a light that blasts only the part of the figure we need sss - likely from behind, and at just the proper angle - I was thinking spot light(s).