November 2017 - Daz 3D New User Challenge - Materials

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  • ChameoChameo Posts: 306
    edited November 2017
     

    Ok I finally found a good video for utilizing the geometry editor tool so I am going to practice with this. Posting the link for anyone else who may want to view:

    https://m.youtube.com/watch?v=HhNPGXfuYZY

    Thanks for posting that! It's the tutorial that finally made it click for me, too. I've got another scene in the works that makes use of it - and I found an interesting quirk. This is an early render - I'm essentially using the same basic items on each character, and changing their appearance via materials, shaders, and surface settings. The base of each item is the Leotard for G3F, which has quite a few surfaces - but I really wanted a "belt" surface for one of the costumes. At the time, I had two figures in the render - the one in blue and red and the one in grey silk. I added a "belt" surface to the grey silk outfit... and the corresponding area on the blue and red outfit just... disappeared. I thought, well, okay - it changes the surface geometry on the item itself so... I went to fix it and... no belt surface in the surface settings! When I shut down the scene and reloaded it, I got a belt surface on both leotards... but not on new leotards loaded from the same file (I didn't update the geometry on the item, which probably accounts for that.) Just thought I'd throw that out there for anyone who might want to experiment and play around.

    Note: This obviously still needs a lot of work - it's a first pass with 4 (of an eventual 8) figures. You can see that I still haven't managed to get the belt surface on the blue suit to match the rest of the outfit, and red and gold outfit still needs a lot of work - not to mention that the figure is floating. Oops!

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    Post edited by Chameo on
  • Chameo said:
     

    Ok I finally found a good video for utilizing the geometry editor tool so I am going to practice with this. Posting the link for anyone else who may want to view:

    https://m.youtube.com/watch?v=HhNPGXfuYZY

    Thanks for posting that! It's the tutorial that finally made it click for me, too. I've got another scene in the works that makes use of it - and I found an interesting quirk. This is an early render - I'm essentially using the same basic items on each character, and changing their appearance via materials, shaders, and surface settings. The base of each item is the Leotard for G3F, which has quite a few surfaces - but I really wanted a "belt" surface for one of the costumes. At the time, I had two figures in the render - the one in blue and red and the one in grey silk. I added a "belt" surface to the grey silk outfit... and the corresponding area on the blue and red outfit just... disappeared. I thought, well, okay - it changes the surface geometry on the item itself so... I went to fix it and... no belt surface in the surface settings! When I shut down the scene and reloaded it, I got a belt surface on both leotards... but not on new leotards loaded from the same file (I didn't update the geometry on the item, which probably accounts for that.) Just thought I'd throw that out there for anyone who might want to experiment and play around.

    Note: This obviously still needs a lot of work - it's a first pass with 4 (of an eventual 8) figures. You can see that I still haven't managed to get the belt surface on the blue suit to match the rest of the outfit, and red and gold outfit still needs a lot of work - not to mention that the figure is floating. Oops!

    Very cool! Cant wait to see your final render!

  • GeffeGeffe Posts: 63
    Chameo said:
    Geffe said:

     

     

    I really like where you're going with this. I've had the same problem with variuos swords - and I used a LOT of them last year when I was working on renders for a Tarot deck. Which sword is it? I can pull it in and experiment a bit to see what I can offer.

    Thanks, it's the EESword from Porsimo's Fantasy Weapons Collection 3 using the Iray materials.

  • Got hit by a seventh idea last night. Here it is. Made use of quite a few shader presets to change everything up.

    nov2017-7a.png
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  • daybirddaybird Posts: 655

    Got hit by a seventh idea last night. Here it is. Made use of quite a few shader presets to change everything up.

    Mhh much to dark on my screen, but it looks like a big bloody mess on the wall.^^

  • daybird said:

    Got hit by a seventh idea last night. Here it is. Made use of quite a few shader presets to change everything up.

    Mhh much to dark on my screen, but it looks like a big bloody mess on the wall.^^

    It's resident evil all over again! Just know that guy is waiting for me to get closer

  • daybird said:

    Got hit by a seventh idea last night. Here it is. Made use of quite a few shader presets to change everything up.

    Mhh much to dark on my screen, but it looks like a big bloody mess on the wall.^^

    It's resident evil all over again! Just know that guy is waiting for me to get closer

    That's what I was trying for. Bright enough to see the blood on the wall, but dark enough to make it where you have to truely look to see the body laying there.

  • ChameoChameo Posts: 306
    edited November 2017

    WIP - This one is coming along - just two more outfits to create and texture. For reference: the face of each superhero is the face of one of my friends/co-conspirators in various pro-justice organizations in my home city created in FaceGen Artist Pro with some work in GIMP to even out textures. The base of each outfit is the Leotard for Genesis 3 Females altered in various ways - I altered textures, changed surface settings, applied  different shaders and altered their settings where necessary (getting car paint to feel like silky spandex was a challenge), even created a new surface area on one. Several of the heroes are wearing the underskirt from the Ernestine outfit. Others are wearing shorts or pants from other outfits resurfaced to smooth into the bodysuit.There's obviously more work to be done, but I am incredibly grateful to everyone who engages with us here in the new user challenges. The techniques and tricks that they share - here and in other forums - gave me the tools and skills I need to create and render this piece which is far more meaningful to me than nearly anything else I've ever completed.

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    Post edited by Chameo on
  • daybirddaybird Posts: 655

    Haha, the mothers steal the kids the show. ;)

     

  • ricswikaricswika Posts: 132
    Chameo said:

    WIP - This one is coming along - just two more outfits to create and texture. For reference: the face of each superhero is the face of one of my friends/co-conspirators in various pro-justice organizations in my home city created in FaceGen Artist Pro with some work in GIMP to even out textures. The base of each outfit is the Leotard for Genesis 3 Females altered in various ways - I altered textures, changed surface settings, applied  different shaders and altered their settings where necessary (getting car paint to feel like silky spandex was a challenge), even created a new surface area on one. Several of the heroes are wearing the underskirt from the Ernestine outfit. Others are wearing shorts or pants from other outfits resurfaced to smooth into the bodysuit.There's obviously more work to be done, but I am incredibly grateful to everyone who engages with us here in the new user challenges. The techniques and tricks that they share - here and in other forums - gave me the tools and skills I need to create and render this piece which is far more meaningful to me than nearly anything else I've ever completed.

    Love it! I don't know where you are going with it, but would love to see some cleaning tools, like a dust pan, paper towels, clean up spray and so on. I know you probably don't have any props like that, but that would be really funny. Nice job so far.

  • Brand spakin' new to the 3D/Daz scene.

     

    Title: Vigilante

    Software: DAZ Studio 4.9 (and a quick color adjustment in photoshop)

    I think I need to put her into a scene for the challenge, though.

    November_CharSheetSmall.jpg
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  • Brand spakin' new to the 3D/Daz scene.

     

    Title: Vigilante

    Software: DAZ Studio 4.9 (and a quick color adjustment in photoshop)

    I think I need to put her into a scene for the challenge, though.

    Very good looking material on that suit! I am not sure about the rules for the challenge but I would definately like to see her in a scene with some dynamic lighting!

  • Brand spakin' new to the 3D/Daz scene.

     

    Title: Vigilante

    Software: DAZ Studio 4.9 (and a quick color adjustment in photoshop)

    I think I need to put her into a scene for the challenge, though.

    Very good looking material on that suit! I am not sure about the rules for the challenge but I would definately like to see her in a scene with some dynamic lighting!

    Workin' on it!

     

    In the meantime, here's my second entry of the two.

     

    Title: Project Starchild Test Subject A001 / Indigo

    Software: Daz/iRay, Photoshop (Grade/Re-Grain only)

    WIP1_web.jpg
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  • GeffeGeffe Posts: 63
    edited November 2017

    Stalwart Guardian (take two)

     

    So it turned out my trouble getting reflections off the blade wasn't a materials settings issue, I just needed to hit exactly the right angle to bounce the light off the blade towards the camera. Obvious in hindsight, I guess.

    I increased the base bump on most of the stuff in the background hoping to make it look a little more textured, and put displacement maps on the girl's skin (not that I could spot any difference with her this far from the camera).

    @kevinmaistros

    That Indigo character looks great. Is that the skin from Nenana Alien for G8F?

    edit*

    Title: Stalwart Guardian

    Software: DAZ Studio, no postwork

    Lowered the brightness a bit, I think it made the characters faces look a bit washed out.

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    Stalwart Guardian 08.jpg
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    Post edited by Geffe on
  • Geffe said:

     

    So it turned out my trouble getting reflections off the blade wasn't a materials settings issue, I just needed to hit exactly the right angle to bounce the light off the blade towards the camera. Obvious in hindsight, I guess.

    I increased the base bump on most of the stuff in the background hoping to make it look a little more textured, and put displacement maps on the girl's skin (not that I could spot any difference with her this far from the camera).

    @kevinmaistros

    That Indigo character looks great. Is that the skin from Nenana Alien for G8F?

    Yes, but actually just the diffuse texture. One thing about the use of shaders in Daz that I learned recently from browsing through the forum that helped me save a TON of time (and changed the way I approach some things) is the ctrl function. Which, I'm not sure if this was already an obvious thing that exposes my n00biness here but it seemed like a pretty "hidden trick" when I read it - Indigo is perhaps not the best example of it's use but it was still helpful. I liked the look of the coloring texture, but wasn't a fan of the overall properties of the material shader. So rather than going into each surface and re-tweaking the settings to my liking, I employed this trick I'll pass on below.

    Essentially, I had applied the Nenana skin to the model and then held left crtl while selecting another character's skin (which had the material properties I wanted) and a pop-up shows up before actually applying the new shader settings which allows you to choose to "ignore images" meaning that the material properties will shift, while maintaining any current image maps. -- Another good example of this was creating the iridescent hair in the image below.. selecting hair surface, and then holding left-ctrl whilst double-clicking the material preset from this pack allowed me to quickly change the look while maintaining the necessary image maps and UV references.

    Again, sorry if this is a feature that is already a well known and obvious thing.. to me, it was a mind blower.

    kevinmaistros-3382442.jpg
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  • HighElfHighElf Posts: 365
    edited November 2017

    So,a natural shadow didn't worked out as I wanted it to be. So I created an artificial one beneath the fairy. Subtle but it works.

    Also I recreated the flurry on the edges more to my liking. Thanks to a "wrong" decision at a fabric shader, the skirt is now a plain white velvet shader preset, and I like it more than the frosted glass. Bob Ross would say, an happy accident. ;)

    Contest_FrostFee_WhiteSuave_DoF_01.jpg
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    Post edited by HighElf on
  • daybirddaybird Posts: 655
    Geffe said:

     

    So it turned out my trouble getting reflections off the blade wasn't a materials settings issue, I just needed to hit exactly the right angle to bounce the light off the blade towards the camera. Obvious in hindsight, I guess.

    I increased the base bump on most of the stuff in the background hoping to make it look a little more textured, and put displacement maps on the girl's skin (not that I could spot any difference with her this far from the camera).

    @kevinmaistros

    That Indigo character looks great. Is that the skin from Nenana Alien for G8F?

    Yes, but actually just the diffuse texture. One thing about the use of shaders in Daz that I learned recently from browsing through the forum that helped me save a TON of time (and changed the way I approach some things) is the ctrl function. Which, I'm not sure if this was already an obvious thing that exposes my n00biness here but it seemed like a pretty "hidden trick" when I read it - Indigo is perhaps not the best example of it's use but it was still helpful. I liked the look of the coloring texture, but wasn't a fan of the overall properties of the material shader. So rather than going into each surface and re-tweaking the settings to my liking, I employed this trick I'll pass on below.

    Essentially, I had applied the Nenana skin to the model and then held left crtl while selecting another character's skin (which had the material properties I wanted) and a pop-up shows up before actually applying the new shader settings which allows you to choose to "ignore images" meaning that the material properties will shift, while maintaining any current image maps. -- Another good example of this was creating the iridescent hair in the image below.. selecting hair surface, and then holding left-ctrl whilst double-clicking the material preset from this pack allowed me to quickly change the look while maintaining the necessary image maps and UV references.

    Again, sorry if this is a feature that is already a well known and obvious thing.. to me, it was a mind blower.

    Wow, that's totally new for me and a incredible option. I will immediately try this out. THX a lot for the hint. yes

  • HighElfHighElf Posts: 365
    daybird said:
    Geffe said:

     

    So it turned out my trouble getting reflections off the blade wasn't a materials settings issue, I just needed to hit exactly the right angle to bounce the light off the blade towards the camera. Obvious in hindsight, I guess.

    I increased the base bump on most of the stuff in the background hoping to make it look a little more textured, and put displacement maps on the girl's skin (not that I could spot any difference with her this far from the camera).

    @kevinmaistros

    That Indigo character looks great. Is that the skin from Nenana Alien for G8F?

    Yes, but actually just the diffuse texture. One thing about the use of shaders in Daz that I learned recently from browsing through the forum that helped me save a TON of time (and changed the way I approach some things) is the ctrl function. Which, I'm not sure if this was already an obvious thing that exposes my n00biness here but it seemed like a pretty "hidden trick" when I read it - Indigo is perhaps not the best example of it's use but it was still helpful. I liked the look of the coloring texture, but wasn't a fan of the overall properties of the material shader. So rather than going into each surface and re-tweaking the settings to my liking, I employed this trick I'll pass on below.

    Essentially, I had applied the Nenana skin to the model and then held left crtl while selecting another character's skin (which had the material properties I wanted) and a pop-up shows up before actually applying the new shader settings which allows you to choose to "ignore images" meaning that the material properties will shift, while maintaining any current image maps. -- Another good example of this was creating the iridescent hair in the image below.. selecting hair surface, and then holding left-ctrl whilst double-clicking the material preset from this pack allowed me to quickly change the look while maintaining the necessary image maps and UV references.

    Again, sorry if this is a feature that is already a well known and obvious thing.. to me, it was a mind blower.

    Wow, that's totally new for me and a incredible option. I will immediately try this out. THX a lot for the hint. yes

    Yepp, it's the easiest way I know to port older stuff, without IRay support, for IRay. Apply the IRay Uber Base Shader with this function, and you can use nearly everything of the awesome stuff from the past. ;)

  • Geffe said:

     

    So it turned out my trouble getting reflections off the blade wasn't a materials settings issue, I just needed to hit exactly the right angle to bounce the light off the blade towards the camera. Obvious in hindsight, I guess.

    I increased the base bump on most of the stuff in the background hoping to make it look a little more textured, and put displacement maps on the girl's skin (not that I could spot any difference with her this far from the camera).

    @kevinmaistros

    That Indigo character looks great. Is that the skin from Nenana Alien for G8F?

    Yes, but actually just the diffuse texture. One thing about the use of shaders in Daz that I learned recently from browsing through the forum that helped me save a TON of time (and changed the way I approach some things) is the ctrl function. Which, I'm not sure if this was already an obvious thing that exposes my n00biness here but it seemed like a pretty "hidden trick" when I read it - Indigo is perhaps not the best example of it's use but it was still helpful. I liked the look of the coloring texture, but wasn't a fan of the overall properties of the material shader. So rather than going into each surface and re-tweaking the settings to my liking, I employed this trick I'll pass on below.

    Essentially, I had applied the Nenana skin to the model and then held left crtl while selecting another character's skin (which had the material properties I wanted) and a pop-up shows up before actually applying the new shader settings which allows you to choose to "ignore images" meaning that the material properties will shift, while maintaining any current image maps. -- Another good example of this was creating the iridescent hair in the image below.. selecting hair surface, and then holding left-ctrl whilst double-clicking the material preset from this pack allowed me to quickly change the look while maintaining the necessary image maps and UV references.

    Again, sorry if this is a feature that is already a well known and obvious thing.. to me, it was a mind blower.

    Wow! Thanks for dropping that tip! I definately had no clue about it.

  • Geffe said:

    Stalwart Guardian (take two)

     

    So it turned out my trouble getting reflections off the blade wasn't a materials settings issue, I just needed to hit exactly the right angle to bounce the light off the blade towards the camera. Obvious in hindsight, I guess.

    I increased the base bump on most of the stuff in the background hoping to make it look a little more textured, and put displacement maps on the girl's skin (not that I could spot any difference with her this far from the camera).

    @kevinmaistros

    That Indigo character looks great. Is that the skin from Nenana Alien for G8F?

    edit*

    Stalwart Guardian (take three)

    Lowered the brightness a bit, I think it made the characters faces look a bit washed out.

    Excellent entry! I love the chain mail especially though it is all fantastic! The lighting and expressions are also noteworthy in this scene.

  • Senor_MonkeySenor_Monkey Posts: 127
    edited November 2017

    .

    Post edited by Senor_Monkey on
  • Version b of the last idea I posted. Added in a new character, and did some IRay work on the clothes.

    nov2017-7b.png
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  • GeffeGeffe Posts: 63
    edited November 2017

    Version b of the last idea I posted. Added in a new character, and did some IRay work on the clothes.

    Maybe needs just a touch more light, at least on the character in the foreground. I know you want the character against the wall to be almost imperceptible, but I feel like I'm straining my eyes to see anything other than the bunks.

    Okay, my second entry

    Title: Anubis

    Software: DAZ, no postwork

    This guy started off with Dash's skin, and I gave him some pale yellow eyes from Michael 7. I changed the base colour of the iris to more of a golden yellow, then used NGS2's dark skin setting, ultra low brightness and high level pores (still not sure if high level or low level creates more visible pores). I then used Fantasy Skins for G3 to give him a black skin, which unfortunately was so pitch black that he was pretty much just a silhouette. Fortunately there are a ton of tweaking options in Fantasy Skins, so I used the highest level of topcoat glossiness to make him reflect light better.

    The golden scales on the staff are once again Traveler's awesome Medieval Armor Shaders, while the staff itself is one of JGreenlees' Old Metal Shaders.

    Anubis.jpg
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    Post edited by Geffe on
  • Dang it, had yet an 8th idea just now. Something more Fallout like.(New Vegas I think.)

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  • Dang it, had yet an 8th idea just now. Something more Fallout like.(New Vegas I think.)

    I really like this, especially the lighting, how did you do it?

  • GeffeGeffe Posts: 63
    edited November 2017

    Okay, one last go at my first entry.

    Title: Stalwart Guardian

    Software: DAZ Studio, no postwork

    So, it turns out turning the base bump up on the walls made some of the shadows act kind of weird, and at the higher resolution of this render it looked like someone had built a castle out of stucco. So, I turned the base bump back down, almost to the defaults, and doubled the resolution of the render to hopefully bring out some of the finer details on the characters.

    Stalwart Guardian 10.jpg
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    Post edited by Geffe on
  • Had a 9th idea last night. Ment to post it much sooner.

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  • somefunok said:

    Dang it, had yet an 8th idea just now. Something more Fallout like.(New Vegas I think.)

    I really like this, especially the lighting, how did you do it?

    HDRI and AtmoCam for IRay. Other then that I did some messing with the tone maping if I remember right.

  • MikeDazBroMikeDazBro Posts: 13
    edited November 2017

    Here's my attempt at messing around with some shaders and different things. Been browsing the forums forever and looking and learning. This is a condo set that I added different props from different things to so it looks the way I'd like it to look. I also moved the ceiling back because I didn't like the way it covered the patio which blocked a lot of the light coming in. My biggest thing is lighting and I've seen how important it is. It's a challenge though I think it came out pretty decent in this pic. Can't remember what materials and shaders I changed, possibly the flooring, definitely the concrete on the outside and some other things. Lighting is done by an HDRI that you can see outside, a light dome from the ghost light kit, and a spotlight that I put outside to mimic the sun and brighten things up. Then some tweaking in tone mapping and render settings and I think it looks kind of like the sun is setting. Render took about 40 minutes and I stopped it at 90%, it was really slowing down towards the end there.

    Forgot the info:

    Title: Sun Kissed

    Software: Daz Studio, no post work

    Condo.png
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    Post edited by MikeDazBro on
  • Here's my attempt at messing around with some shaders and different things. Been browsing the forums forever and looking and learning. This is a condo set that I added different props from different things to so it looks the way I'd like it to look. I also moved the ceiling back because I didn't like the way it covered the patio which blocked a lot of the light coming in. My biggest thing is lighting and I've seen how important it is. It's a challenge though I think it came out pretty decent in this pic. Can't remember what materials and shaders I changed, possibly the flooring, definitely the concrete on the outside and some other things. Lighting is done by an HDRI that you can see outside, a light dome from the ghost light kit, and a spotlight that I put outside to mimic the sun and brighten things up. Then some tweaking in tone mapping and render settings and I think it looks kind of like the sun is setting. Render took about 40 minutes and I stopped it at 90%, it was really slowing down towards the end there.

    Very nice looking scene!

    I have avoided doing alot of scenes inside rooms and buildings yet, or at least posting the finished results, because I am having a difficult time with several aspects. One big one is what to use outside the windows. Did that come with the outside grass and shrubs or is there a good 'Build your own lawn/backyard' option available for purchase?

    You did a great job with the lighting, which I find to be the other big issue I run into when doing interior scenes. I love the look of deep shadows in areas like yours has and even low lighting but it seems for any render like that it will take forever in iRay! I keep experimenting but feel like I am getting to the point where I need to step away from it for a little while so I get a fresh approach.

    Any pointers are appreciated greatly for scene work within buildings/rooms that mixes hdri dome and low interior lighting as well as how to best build up the outside world. It is secondary to the scene/story but such an important aspect that I refuse to do anything looking outside a window until I can figure out how to do it right.

     

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