Post Your Renders like it's the year 2020!!!
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Thanks for the tip Selina, those are lovely examples. I have near to zero experience with GI, so nice to know.
Using HDRI as a Backdrop as well as a source for Global Illumination...
With a little trial and error you can move objects far enough away from the camera that they 'stick' to the correct position in relation to the background HDRI.
In these four examples the two objects (a text string and a sphere) were placed about 1250 cm away from the camera, which was then manipulated in the only four possible maners before the illusion is broken, namely: panned, tilted, banked and zoomed...
Once again, if I'm teaching Grandmothers up and down the country new tricks, I apologise!
Selina
i reset the zoom to get back the production frame
camera perspective went a lil weird. decided i liked it, lol
rosemill moor, converted most of it to props.
is there a carrara gallery in the galleries?
No, but you can tag Carrara in the software used box.
A quick experiment along the same lines using Gerald Day's TARDIS (I had to correct minor material mapping for the front left window) His website is in the description on my YouTube channel. Thanks Gerald :)
Selina
video trying out DragonWraith
had to make wing membranes a prop and attach to skeleton as too messy no Dforce
VWD ran out of memory trying and had to rename it to find the obj
Otherwise all works
You are amazing! I think we are going to see a lot more uses of dforce. Interesting to see one used in Carrara with VWD.
no I did not use VWD
it ran out of memory
is just rerigged to the dragon as original was too jagged without Dforce, is like that in DAZstudio too so I converted to other modeller and back and detached the model and selected it and dragon pelvis and attached skeleton
Wow - even more impressive!!!!!!!
? detached and skeletons?
beautiful clouds bacjground
Thanks for the info Wendy.
feel Dforce Wendy
If you are using full indirect lighting with dynamic hair it will take a longer time. There may be ways to help speed it up a bit. It will still go slow when the render buckets get to the hair, but a way to speed the light calculations and possible eliminate some ashing, is to save an irradiance map. For this, you can turn down your settings for AA, etc. turn down the resolution, I use the default 640x480. Choose to save the IR map. It will ask you where. Choose your location and rename it if you wish. Now render the scene with the lowered settings. It should render pretty fast. Now, turn your settings and resolution back up. Disable the option to save the IR map, and enable the option to use a saved map. When Carrara asks you to choose the map, choose the one you just created. Render away! The map will speed up the light calculations immensely.
Ah, but what if you move the camera or change the aspect? No worries. You could fly the camera through the scene and it will work perfectly. The same with the aspect. As long as you do not change the lighting, you can move the camera anywhere.
Here's another render of the bridge model. This really is kind of a WIP as I want to a better terrain, and to use/create more of my own plants. Right now, the scene uses a mix of Howie Farkes trees and grass, Dartanbeck's tress and plants, and some of my trees and plants.
Click image for bigly version.
I can imagine the Mike Curb Congregation walking across the bridge
and what a fine bridge it is
Thanks Stezza.
great bridge and setting
Thanks Diomede. I'm thinking of putting the bridge model up on ShareCG. I want to make sure everything points to where it supposed to first.
Sometimes when I hit a virtual 3D writer's block, I will render a pin-up style picture. I don't know why, but doing a simpler scene, and playing around with a smaller (although sometimes more compex) amount of shaders/textures, and lighting will break through the block. This render was done when I needed a break from my bridge scene.
The sheer fabric used the map used in the alpha channel in the transparency channel, although I had to use the invert color option. I used it there because I wanted some very minor refraction, Freznel and in-scattering. I think the overall look was worth it. I also used some translucency, though I used that more in the more opaque parts of the fabric.
For the skin texture, I used some image maps from the Reby Sky elite textures- not for the main skin color or highlights, but instead I used the maps that were meant to drive the SSS look in Studio or Poser. Now, you can't use those maps in Carrara's SS channel, as it doesn't accept maps. Instead, I used the color map for the SSS, and multiplied it with greyscale map that looks as if it is supposed to work with the color SSS map in the glow channel. I turned both down to 60% brightness.
I will attach the raw render from Carrara, and the postwarked version using Affinity Photo (a great alternative to Photoshop).
Click image for bigly size.
Click image for bigly size.
how come we never see dudes in high heels?
tee hee or george?
.
Sounds like something you need to try!
70s are calling
rocket man?
Rocket man - and pinball wizard (Elton wears bigger shoes playing pinball)
https://youtu.be/2JteWqKK6oU
.
I haven't made any full Carrara images in a while - been busy with work and haven't had a lot of time, but I was inspired by the April PC Club challenge to come up with this. The challenge, as I interpret it, is to come up with something kind of bleak and futuristic.
"All The Flowers Are Rusting"
Buildings and square modeled and textured in Carrara, flowers and grass originally by Howie Farkes and retextured by me in Carrara. Postwork in Photoshop consisted of increasing the glare, sharpening the plants, adding DOF using the Carrara depth pass, and overall color toning of the image.
Wow! That's really nice.
Edie 8 in Carrara using Misty's G8F character. I need to work on the intensity of the base morphs in my settings. On a related note, the lack of support for HD morphs really makes a difference. Also, I did something wrong with the eye transparency so have to spend alittle more time sorting out related shaders. Also need the eyelashes. Hair is a variation of Naomi's 5 times a lady hair.
To see the skin roughness as intended compared to what I've done, see the Studio promo images.
https://www.daz3d.com/edie-8
EDIT: I substituted a pic with a smile
EDIT 2: Tried to create eyelashes with Carrara dynamic hair
One more - and for those interested, three toes on the left foot have the recurring toe issue. (no shown)
Missed the whole thing,. went back in time,. tried again,. missed the whole thing,. went back in time tried again,. missed the whole thing
stopped to look at the pretty stuff here,. went back in time,. forgot what i went for,. came back here,.. then remembered i had forgotten something
Oh well,...