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

15455575960100

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  • DesertDudeDesertDude Posts: 1,235
    edited March 2018

    Another attempt at landscape using render passes in post.

     

     

     

     

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    alpha.jpg
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    material_diffuse.jpg
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    noise.jpg
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    shadow.jpg
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    bounce_light.jpg
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    depth.jpg
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    Post edited by DesertDude on
  • DesertDudeDesertDude Posts: 1,235
    edited March 2018

    ​Carrara native render using Realistic Sky vs post effects.

    Carrara does a nice job...I think the Haze Color Control is the key to getting more natural colored shadows. 

     

    Native:

     

    Post Effects:

     

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    settings.jpg
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    Post edited by DesertDude on
  • DesertDudeDesertDude Posts: 1,235
    edited March 2018

    Both the "noise",  "shadow" and "bounce light" passes were custom made.
    For the "noise" pass I inserted a replicator, selected 'Ball' from the chooser, dialed in x=5 y=5 z=1 for number of replications. I replicated a distant light set at 5% with a 'Point At' Modifier pointing at a Target Helper in the middle of the scene. Ambient light set to zero. I then duplicated the shader (complex green2) and switched all colors to white while leaving all other settings untouched. Background set to white. Render.

    Shadow pass was the same, but used a Key Light only while using the same "white terrain" shader.

    Bounce light similar to Shadow pass, but turned the Background to black, turned off the Key Light and used only the Boucne Light.

    Depth was also custom using the fog trick.

    These were then used as mattes, along with the other passes, in After Effects (one could use any compositor) to attempt to create a sense of atmosphere.

     

    Post edited by DesertDude on
  • DesertDudeDesertDude Posts: 1,235
    edited March 2018

    Sorry, one more, this is a Carrara native render, Realistic Sky with one bounce light.

     

     

    And then, edited comment here to add one last render... this one used an inverted depth map to warm up the foreground...post stuff. 

     

     

     

     

    sky_plus_bounce.jpg
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    final2.jpg
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    Post edited by DesertDude on
  • MistaraMistara Posts: 38,675

    that would make a cool under ocean terrain too smiley

  • DiomedeDiomede Posts: 15,165

    Both the "noise",  "shadow" and "bounce light" passes were custom made.
    For the "noise" pass I inserted a replicator, selected 'Ball' from the chooser, dialed in x=5 y=5 z=1 for number of replications. I replicated a distant light set at 5% with a 'Point At' Modifier pointing at a Target Helper in the middle of the scene. Ambient light set to zero. I then duplicated the shader (complex green2) and switched all colors to white while leaving all other settings untouched. Background set to white. Render.

    Shadow pass was the same, but used a Key Light only while using the same "white terrain" shader.

    Bounce light similar to Shadow pass, but turned the Background to black, turned off the Key Light and used only the Boucne Light.

    Depth was also custom using the fog trick.

    These were then used as mattes, along with the other passes, in After Effects (one could use any compositor) to attempt to create a sense of atmosphere.

     

    Thanks for the detailed explanation.  I wll have to experiment with these ideas.  

     

  • magaremotomagaremoto Posts: 1,227
    edited March 2018

    w.i.p. first attempt for Vyusur's Tanya into carrara, a very realistic somatotype indeed

    no postwork

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    Post edited by magaremoto on
  • UnifiedBrainUnifiedBrain Posts: 3,588

    Looks promising, Magaremoto!  Vyusur seems to be killing it lately.  How she finds time to enter the Challenge is a mystery. :)

  • VyusurVyusur Posts: 2,235
    edited March 2018

    Magaremoto, thank you ever so much! I'm glad you like her. Your Carrara's geometry resolution seems to be left zero.

    Post edited by Vyusur on
  • magaremotomagaremoto Posts: 1,227
    edited March 2018

    thanks UB, our talented Vyusur surprises me evry time yes

    @ Vyusur: really great job on Tanya, I'd like to have her ready for maya or blender as well angelwink

    antoher shot at low lighting quality, provia filter in post

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    Post edited by magaremoto on
  • VyusurVyusur Posts: 2,235

    Magaremoto, she looks so beautiful on your renders. Wish I could achieve your lighting quality in Carrara. Anyway, I keep trying. Thank you for the inspiration and your kind words.

  • magaremotomagaremoto Posts: 1,227

    well, about my Tanya I'm not satisfied with eyes yet; I made the skin more aged and "lived" to enhance more details thanks to your superb maps.

    Did you made a render with the octane plugin? It should be coming out great like iray

  • StezzaStezza Posts: 8,050

    Do You Have the Time?

  • magaremotomagaremoto Posts: 1,227
    edited March 2018

    final shot loaded onto my gallery

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    Post edited by magaremoto on
  • DiomedeDiomede Posts: 15,165

    @magaremoto -these Tanya renders are amazing.  And great job, @Vyusur, on creating this character, but wow, I can't produce anything like these with any character.

  • magaremotomagaremoto Posts: 1,227

    thanks Diomede for the kind words, if only @ daz would appreciate all the carrarists'works, both photorealistic or NPR, we could rival with many 3d users out of there, especially in the field of animation, the most significant and tough; basically daz doesn't have a robust animation tool and their store can only grow up if you provide a fully working "little" 3dmax or c4d. I may be wrong but this was the same reason that led to develop D/S, a fully working "little" poser to support and strenghten their market

  • UnifiedBrainUnifiedBrain Posts: 3,588

    Looks great Magaremoto!  For my tastes, the bump still looks a bit high.  But to get a G8 figure looking like you did in Carrara is a minor miracle, at least to me.

    Got to add that Vyusur's work here is obviously top-notch.

    Also, your comments on the value of Carrara for animation are timely.  My original goal in Carrara (1.5 years ago) was to learn animation.  Started the tutorials yesterday. yes  The water is deep, but managing to keep my head above it for the time being.

  • VyusurVyusur Posts: 2,235
    edited March 2018

    Gorgeous render, Magaremoto! Yes, I use Octane plugin, also I use native render engine. With native render, I use glass shader in cornea and moisture channels for correct glossiness and reflections. Here I made a couple of native renders and a couple of octane renders. The first two are native.

     

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    Tanya_octane04.jpg
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    Post edited by Vyusur on
  • VyusurVyusur Posts: 2,235

    Ted, UB, thank you for the kind words!

  • magaremotomagaremoto Posts: 1,227
    edited March 2018

    @ UB: actually I disabled the bump filter in the render room smiley  just because if you have  good baked maps and right lighting at high resolution you can get rid of bumping decreasing drastically render times

    @ Vyusur: how wonderful is your character in any engine, please keep on creating, cant'wait to seeing the next one

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    Post edited by magaremoto on
  • 3DAGE3DAGE Posts: 3,311

    Vyusur :)  try experimenting with "water" index of refraction, rather than Glass for the eyes/moisture.

    also,. add a small amount of bump to the eye surface for close up portraits.

    one of the main problems, especially with new users, coming from studio ,. is the expected loading of all the correct maps/values when you load a figure.

    most of the time Carrara fails to correctly load all of the images, (bump spec.. etc,) or fails to convert the DS/poser material values to something which works better in Carrara. so it's good practice to check all the maps and values in the shaders after loading.

    here's a couple of test renders of darius 6 (done a while ago) in octane and carrarra ,. IMO the Carrara is better. .. the octane shader probably needs more work :)

     

    Oh,.. I also made some ice cream .. with sprinkles

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    Darius6_OR1.jpg
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    Darius6_C1.jpg
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  • 3DAGE3DAGE Posts: 3,311

    with some post work in photoshop

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  • DiomedeDiomede Posts: 15,165

    Tremendous series of posts.  Learning a lot from y'all's stuff.  yes

  • HeadwaxHeadwax Posts: 9,987
    edited March 2018
    Bunyip02 said:

    Looks fabulous Headwax - hope you get some commisions/sales out of it as well !!!!

    thank you Bunyip02 :)

     

    Stezza said:

    awesome... and the bar is dry!

    wait till 6.00pm though :)

     

     

    Diomede said:

    That is great.  Is there a pdf version of the program or weekender you can share?

    hey thanks Diomede - I'll shoot you a pdf :)

    here's an advertising interview we shot t'other day, with me talking about my  work - and the difference between digital and traditional

    there's quite a few Carrara renders scattered through it.

    https://vimeo.com/260536422

    that Australian sun does wonders for the skin :)

     

     

     

     

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  • cdordonicdordoni Posts: 583

    Thanks for sharing that Andrew.

  • UnifiedBrainUnifiedBrain Posts: 3,588
    cdordoni said:

    Thanks for sharing that Andrew.

    + 100 - very thoughtful, entertaining, and I learned a bunch.

    "Newcastle is one of those places where it took you longer to starve."  HAH!

    I know that you are undergoing some challenges currently, but I fully expect that you will work through them and emerge in a better position than before.  Your exceptional talent will prevail.

  • DesertDudeDesertDude Posts: 1,235

    That was a great video Andrew, thanks for sharing. Your work is fantastic! Your paintings look so...yummy!  smiley

     

     

  • magaremotomagaremoto Posts: 1,227
    edited March 2018

    amazing how with carrara you can get the great realism of the ice cream by 3dage and the surrealistic illustrations of head wax; never thought before to use carrara as a tool for artistic painting; head wax, your digital art reminds me something I've seen before, maybe in a music video? I can't remember but the anxiety that evoques is typically surrealistic imho

    here another test on translucency and fresnel in sss channel; no postwork

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    Post edited by magaremoto on
  • HeadwaxHeadwax Posts: 9,987

    cdordoni   UnifiedBrain   DesertDude ​  magaremoto ​ thanks so much :) glad it was entertaining and thank you for the kind words about my art

     I did my artist talk on Saturday and didnt screw up at the gallery :)

    magaremoto ​ I started exhibiting the occasional digital work a few years ago and people started buying them - to my suprize - it's easy to guess the market for my paintings

    but not so easy to guess the market for digital work - in one way it is wider, but also narrower....

    the \skin on the models in that last render is amazingly real - congrats !

  • magaremotomagaremoto Posts: 1,227

    thanks head wax, skin needs some adjustments here and there but it's hard for me to get such good results in any other application out of there (even in D/S I can't get rid of a gelatinous effect on nose and chin, unrealistic for the majority of lighting conditions)

    about your digital painting, just curious: what is the main size and resolution you've been using most?

This discussion has been closed.