Realistic Renders...NOT!! 11 "Hello Rogerbee!"
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You do portraits as you know I do full blown scenes which sometimes can draw more noise as far as the white painted spots in Lux as i mentioned if I see a hint of this I will change my lighting...
Reason I can produce so many renders is I can do it @ work..
Fair enough,
I do want to get to scenes eventually. If I get bored of characters I'll put them into scenes.
CHEERS!
Exactly. I don't have that kind of flexibility. I'm glad that you do, but I have to work under much more limited conditions. I only have a few hours a week, at home, that I can work on renders. Thus my need to balance between quality and quantity. I know that I need a large quantity of renders, with a very limited amount of time. The only question is how to queeze the maximum amount of quality out of the limited time I have to work with. I'm realistic in my expectations - I know my renders will be low on the overall quality scale. I also think that I can likely improve my work and still keep my render times fast.
If anyone has anything specific to recommend regarding the portrait I posted, I would love to have some specific constructive criticism.
Thanks!
Ok, specific to that render,
The skin and hair look a bit flat. If you have any textures that have presets for the HSS make a note of them and use them as a base to work from. I started with the Elite textures and ones by MaleM3dia.
CHEERS!
Exactly. I don't have that kind of flexibility. I'm glad that you do, but I have to work under much more limited conditions. I only have a few hours a week, at home, that I can work on renders. Thus my need to balance between quality and quantity. I know that I need a large quantity of renders, with a very limited amount of time. The only question is how to queeze the maximum amount of quality out of the limited time I have to work with. I'm realistic in my expectations - I know my renders will be low on the overall quality scale. I also think that I can likely improve my work and still keep my render times fast.
If anyone has anything specific to recommend regarding the portrait I posted, I would love to have some specific constructive criticism.
Thanks!
You can use the basic lighting as per examples I posted a few frames above
OT that Cyclops is one of the best 10 bucks I spent on content. Little bugger is generating me hundreds of dollars in commish revenue...
Title: Pocket Zeus
This is Genesis in Poser, the Basic Child morph combined with Freak 5 and some African Male for the face, using the Rob Elite texture with SSS applied using EZSkin2.
I don't really do superhero type pictures but i thought I'd give it a shot. probably be the last too lol.
Nicely done!
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There's some really nice effects going on there and the water round her feet and the splashes made by them look really nice.
Well done!
CHEERS!
Hey, Bob,
This could be right up your street:
http://www.daz3d.com/giantology
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LOL indeed but those are beastly ogres its not really what I do perhaps for commish projects like the Cyclops...
Not exactly a realistic render, but I thought I'd share it with you guys anyway. A fair amount of postwork was used to bring out the details, as well as give texture to the overall image. The actual effect was done using multiple renders and applying each previous render as a texture to the picture to get the hall of mirror effect.
so this is the looking at a painting thats looking at a painting, thats looking at a painting effect?
As long as I turn off raytracing, my render times with Lantios lights are really fast (10 minutes or less). As soon as I throw on RT (especially with hair) it balloons right up.
I've had my eye on that Cyclops figure for awhile. I'm going to grab a few more monster sets today for the current sale. Wish the Cyclops was part of it.
There's some really nice effects going on there and the water round her feet and the splashes made by them look really nice.
Well done!
CHEERS!
Thanks :)
You inspired me, I had to do a Hall of Mirrors in DS..
LOL indeed but those are beastly ogres its not really what I do perhaps for commish projects like the Cyclops...
Well, I was thinking more of the scaling, you can use whatever heads you please.
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Nice,
They don't have to be too realistic, if you like it, post it!
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You inspired me, I had to do a Hall of Mirrors in DS..
Love that,
You'll have to clue us in on how you did that.
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I mean the shader presets, Reby Sky hair has them built in and I used those settings as a base. This is worth a read:
http://www.daz3d.com/forums/discussion/5646/
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Love that,
You'll have to clue us in on how you did that.
CHEERS!
its just Vicky inside a cube. with plane primatives keeping the floor and ceiling from being relfective.
cube shader settings
Daz Default Shader
Diffuse Black
Diffuse Strength 0
Specular color black
Specular Strength 100
Glossiness 100
Relfection strength 100
Reflection color white
Ambient strength 0
Cool,
Thanks for that.
CHEERS!
and some lights, don't forget the lights
A few from my series. The cyclops guy was so happy he bought $70.00 worth more from me therefore used 10 of it by the giant set only grows them to 179% I grow them the nearly a thousand for my needs. A few nice ogres in the set from Rawn who also created the cyclops. I also "double" the sets and rather enlarge a second set vs shrinking the characters due the textures often getting messed up in Lux. inside the box
in box 2
GTS POV
Love that,
You'll have to clue us in on how you did that.
CHEERS!
its just Vicky inside a cube. with plane primatives keeping the floor and ceiling from being relfective.
cube shader settings
Daz Default Shader
Diffuse Black
Diffuse Strength 0
Specular color black
Specular Strength 100
Glossiness 100
Relfection strength 100
Reflection color white
Ambient strength 0
You must have had fairly high raytrace bounces to get that many reflections though. What were your render settings out of interest?
its just Vicky inside a cube. with plane primatives keeping the floor and ceiling from being relfective.
cube shader settings
Daz Default Shader
Diffuse Black
Diffuse Strength 0
Specular color black
Specular Strength 100
Glossiness 100
Relfection strength 100
Reflection color white
Ambient strength 0
You must have had fairly high raytrace bounces to get that many reflections though. What were your render settings out of interest?
the only ones worth note are the shading rate which I set to 0.1 and Max Ray Trace Depth which is at 16 (max the slider will go)
Here is a new version of the portrait I posted a page or two back. I changed the skin to Bree so that I can have a no-eyebrow option (wish that was standard with all skins!), upgraded to Interjection skin and eye shaders, copied the hair settings from Reby Elite hair, and pushed raytracing from 0 to 1,
Certainly an improvement, but I went from 10 minutes to 3 hours! Worth it? What do you think?
Yes much better! Few new ones pov