I got so far, as I could right now, with the shaders and free stuff. I've done some postwork techniques I learned in the past few days. And hope like the result. :)
So here the most current version of "Oh Sch..."
Scene designed in DAZ and rendered with IRay
Models are : Elitabeth for V8, SubDragonLE
Additional Stuff: Skyscraper Balcony from Shared CG and the HDRI "Barcelona Rooftops" from sIBL Archive.
Postwork done with GIMP. Mainly highlighting and a gaußian blur.
Works completely fine in a test render without the rest of my scene in there... I think it's time to just re-create this now I have more of an idea what I'm doing, I must have broken some setting somewhere.
Ok, posting up to keep myself going here. I've been trying, and failing, to create a cylinder primitive that emits light as a beam from a weapon. No matter what I seem to do I just can't get it to emit light, does anyone have a simple explanation of how to get this working or what I can check to see if I have a setting wrnong somewhere?
For the image I've now added a second figure chasing our main character and also placed a gun in her hand and aimed it a little past the main character. I have not positioned the cylinder yet as I'm trying to get it to glow first.
Are you rendering in Iray or 3DL
This are my steps in Iray.)
Not sure if it helps you, but one big error I made in the beginning was, not to select the primitive in the surface tab when I tried to implying the shader.
1. select your primitive in scene tab
2. select your primitive also in surface tab ( in the left upper corner under the three tabs presets/editor/shader baker you should see --> shader: Daz studio default
3. now change to your content librarie and search for the emissive shader and click on him
4. change back to surface tab ... now there should stay Shader: Iray Uber
5. click on your primitive in the list below that and there on default, now you should see a line called emission. (higher luminance gives a higher glow effect)
One day I will remember to actually state whether I'm using iray or 3delight. I am using iray.
These steps helped a lot, turns out the emissive shader is hidden by the Filter by Context option so I wasn't able to see it before. Now that it's applied it definitely does something, doesn't seem to be outputting light beyond itself yet (even at 10,000,000 luminance!), so that's the next step top try to work on.
Thanks! :-)
If you click on the drop down arrow for Luminance Units you will see 6 options: cd/m^2 is the default. The other options are: kcd/m^2, cd/ft^2, cd/cm^2, lm and W.
I usually use cd/cm^2 but kcd/m^2 also seems to allow the use of much smaller numbers, ie: not so many zeros to get a change in the luminance output.
Ok, posting up to keep myself going here. I've been trying, and failing, to create a cylinder primitive that emits light as a beam from a weapon. No matter what I seem to do I just can't get it to emit light, does anyone have a simple explanation of how to get this working or what I can check to see if I have a setting wrnong somewhere?
For the image I've now added a second figure chasing our main character and also placed a gun in her hand and aimed it a little past the main character. I have not positioned the cylinder yet as I'm trying to get it to glow first.
Are you rendering in Iray or 3DL
This are my steps in Iray.)
Not sure if it helps you, but one big error I made in the beginning was, not to select the primitive in the surface tab when I tried to implying the shader.
1. select your primitive in scene tab
2. select your primitive also in surface tab ( in the left upper corner under the three tabs presets/editor/shader baker you should see --> shader: Daz studio default
3. now change to your content librarie and search for the emissive shader and click on him
4. change back to surface tab ... now there should stay Shader: Iray Uber
5. click on your primitive in the list below that and there on default, now you should see a line called emission. (higher luminance gives a higher glow effect)
So sorry for forgetting to mention you need to choose the item in the Scene Tab and the Surfaces Tab. I do this automatically and forget to actually mention it.
I got so far, as I could right now, with the shaders and free stuff. I've done some postwork techniques I learned in the past few days. And hope like the result. :)
So here the most current version of "Oh Sch..."
Scene designed in DAZ and rendered with IRay
Models are : Elitabeth for V8, SubDragonLE
Additional Stuff: Skyscraper Balcony from Shared CG and the HDRI "Barcelona Rooftops" from sIBL Archive.
Postwork done with GIMP. Mainly highlighting and a gaußian blur.
Wonderful work, but I think you got an even better effect, if the dragon will look at her.
( And btw. dem Bildtitel nach haben wir scheinbar noch ein weiteres deutsches Mitglied hier, oder täusche ich mich?)
Here we go with version f. Actually rendered it a couple of days ago but didn't get around to posting until just now.
Looking good Shinji. I'm not sure what these guys are up to but I will avoid that hallway.
Here's even more reason to avoid this area, the cyber girl I added two versions back, well I made the barrels of her gun glow as if she's just fired it off. That also explaines why Lizardman is shouting over at her.
I have now recreated my scene from scratch and got the emissive shader working this time.
Still needs to have the poses re-jigged as these are mostly just stock poses with the only change being making the gun being aimed in the right direction, as well as a few other oddities such as the floor being exceptionally reflective of the laser bolt... and I just noticed the laser bolt casts a shadow.
I have now recreated my scene from scratch and got the emissive shader working this time.
Still needs to have the poses re-jigged as these are mostly just stock poses with the only change being making the gun being aimed in the right direction, as well as a few other oddities such as the floor being exceptionally reflective of the laser bolt... and I just noticed the laser bolt casts a shadow.
I like this view better than your original. Cant wait to see it as you work out the kinks!
Removed a few of the annoying niggles from the scene by setting the glossiness of the pavement to 0% stopping the laser bolt's reflection and setting the laser bolt's cutout opacity to 0.1 stopping it from casting much of a shadow. Also reposed the two chasing figures a little and darkened the scene a fraction more.
So some days of this month are left, and I have learned a lot in this thread and about different stuff. So I tried some things, I've learned about emissive materials, shaders, lighting, IBL and Postwork.
"Ein schöner Morgen" (a beautiful morning)
DAZ Studio for the scene
Model: Elizabeth for V8, Charming Hair for G2F, SiFi-Siren Outfit for G2F
Used Shaders: OOT IrayPair Hair (color and gloss), NVIDIA vMaterials (Drywall), Emissive Base Shader, !Uber Base Shader, for the outfit
The rest: I used two planes and a spotlight to project a simple b/w bar pattern from one plane on the other. Elizabeth is placed between the two planes. I found this neat effect on a german channel, and wanted to try it out.
Postwork with GIMP: I tried smth more colorful this time. Not the typical glow I'm used to. I highlighted the eyes and the lips. Also I turned the saturation of the colors up, and used a gaussian blur.
So some days of this month are left, and I have learned a lot in this thread and about different stuff. So I tried some things, I've learned about emissive materials, shaders, lighting, IBL and Postwork.
"Ein schöner Morgen" (a beautiful morning)
DAZ Studio for the scene
Model: Elizabeth for V8, Charming Hair for G2F, SiFi-Siren Outfit for G2F
Used Shaders: OOT IrayPair Hair (color and gloss), NVIDIA vMaterials (Drywall), Emissive Base Shader, !Uber Base Shader, for the outfit
The rest: I used two planes and a spotlight to project a simple b/w bar pattern from one plane on the other. Elizabeth is placed between the two planes. I found this neat effect on a german channel, and wanted to try it out.
Postwork with GIMP: I tried smth more colorful this time. Not the typical glow I'm used to. I highlighted the eyes and the lips. Also I turned the saturation of the colors up, and used a gaussian blur.
Very soft and warm atmosphere and I like how you posed her, so that the reflection in the eyes are visible.
Removed a few of the annoying niggles from the scene by setting the glossiness of the pavement to 0% stopping the laser bolt's reflection and setting the laser bolt's cutout opacity to 0.1 stopping it from casting much of a shadow. Also reposed the two chasing figures a little and darkened the scene a fraction more.
So some days of this month are left, and I have learned a lot in this thread and about different stuff. So I tried some things, I've learned about emissive materials, shaders, lighting, IBL and Postwork.
"Ein schöner Morgen" (a beautiful morning)
DAZ Studio for the scene
Model: Elizabeth for V8, Charming Hair for G2F, SiFi-Siren Outfit for G2F
Used Shaders: OOT IrayPair Hair (color and gloss), NVIDIA vMaterials (Drywall), Emissive Base Shader, !Uber Base Shader, for the outfit
The rest: I used two planes and a spotlight to project a simple b/w bar pattern from one plane on the other. Elizabeth is placed between the two planes. I found this neat effect on a german channel, and wanted to try it out.
Postwork with GIMP: I tried smth more colorful this time. Not the typical glow I'm used to. I highlighted the eyes and the lips. Also I turned the saturation of the colors up, and used a gaussian blur.
I really like the contemplative look you achieved. She looks like she is a million miles away.
One thing you could try and work with though is her hair. She has her head tilted and her hair should be falling a bit away from her face on her left side (our right).
Comments
I got so far, as I could right now, with the shaders and free stuff. I've done some postwork techniques I learned in the past few days. And hope like the result. :)
So here the most current version of "Oh Sch..."
Scene designed in DAZ and rendered with IRay
Models are : Elitabeth for V8, SubDragonLE
Additional Stuff: Skyscraper Balcony from Shared CG and the HDRI "Barcelona Rooftops" from sIBL Archive.
Postwork done with GIMP. Mainly highlighting and a gaußian blur.
Works completely fine in a test render without the rest of my scene in there... I think it's time to just re-create this now I have more of an idea what I'm doing, I must have broken some setting somewhere.
Looking good Shinji. I'm not sure what these guys are up to but I will avoid that hallway.
If you click on the drop down arrow for Luminance Units you will see 6 options: cd/m^2 is the default. The other options are: kcd/m^2, cd/ft^2, cd/cm^2, lm and W.
I usually use cd/cm^2 but kcd/m^2 also seems to allow the use of much smaller numbers, ie: not so many zeros to get a change in the luminance output.
So sorry for forgetting to mention you need to choose the item in the Scene Tab and the Surfaces Tab. I do this automatically and forget to actually mention it.
Wow, nice rain! I love your pic!
Wonderful work, but I think you got an even better effect, if the dragon will look at her.
( And btw. dem Bildtitel nach haben wir scheinbar noch ein weiteres deutsches Mitglied hier, oder täusche ich mich?)
Here's even more reason to avoid this area, the cyber girl I added two versions back, well I made the barrels of her gun glow as if she's just fired it off. That also explaines why Lizardman is shouting over at her.
Tried to adjust the light to a night scene. I think it looks much better now but the torchlight looks grainy and I don't know why.
Nice improvement with the rain, I would suggest to use several planes as well behind her and then try some depth of field.
I have now recreated my scene from scratch and got the emissive shader working this time.
Still needs to have the poses re-jigged as these are mostly just stock poses with the only change being making the gun being aimed in the right direction, as well as a few other oddities such as the floor being exceptionally reflective of the laser bolt... and I just noticed the laser bolt casts a shadow.
I adjusted the light once more. The scene is now much brighter, but I don't get some reflections on the water.
I like this view better than your original. Cant wait to see it as you work out the kinks!
Removed a few of the annoying niggles from the scene by setting the glossiness of the pavement to 0% stopping the laser bolt's reflection and setting the laser bolt's cutout opacity to 0.1 stopping it from casting much of a shadow. Also reposed the two chasing figures a little and darkened the scene a fraction more.
I trying a new perspective...better?
I like this one, gives it more a sense of, I don't know, urgency or imediency perhaps?
Title :The freedom to dance in the rain
I have added an extra plane for the rain and added depth of field. I played around with the DOF until I got an effect I liked.
Wow! the change made all the difference! Very nice!
This version is definitly stronger. I prefere this on.
So some days of this month are left, and I have learned a lot in this thread and about different stuff. So I tried some things, I've learned about emissive materials, shaders, lighting, IBL and Postwork.
"Ein schöner Morgen" (a beautiful morning)
DAZ Studio for the scene
Model: Elizabeth for V8, Charming Hair for G2F, SiFi-Siren Outfit for G2F
Used Shaders: OOT IrayPair Hair (color and gloss), NVIDIA vMaterials (Drywall), Emissive Base Shader, !Uber Base Shader, for the outfit
The rest: I used two planes and a spotlight to project a simple b/w bar pattern from one plane on the other. Elizabeth is placed between the two planes. I found this neat effect on a german channel, and wanted to try it out.
Postwork with GIMP: I tried smth more colorful this time. Not the typical glow I'm used to. I highlighted the eyes and the lips. Also I turned the saturation of the colors up, and used a gaussian blur.
Ooh, I love the new perspective!
Very soft and warm atmosphere and I like how you posed her, so that the reflection in the eyes are visible.
Ok, final render I think.
I like the new angle. Just kind out of for a walk. A very enthusiastic murder walk.
I looks quite nice. The shadows are nice and soft and the light from the torch is visible. Your perseverance is paying off.
Looking really good.
It also gave an opportunity to add more characters and background. More for the eye to see.
I have been watching it pour down rain off and on all day. You did a very nice job with your rain.
I really like the contemplative look you achieved. She looks like she is a million miles away.
One thing you could try and work with though is her hair. She has her head tilted and her hair should be falling a bit away from her face on her left side (our right).
Job well done.
After grabbing the new genesis 8 male figure I had to try and bring him into the crew.