Phantoms - Now Unleashed [commercial]
IgnisSerpentus
Posts: 2,500
Looking for the perfect EVVVVVVIL minions??? Look no further, for they have finally been unleashed.
You guys might remember these from Azraella.... but this one has been upgraded to be badder than ever.
Create ghostly skulls of chaos! Featuring special trail morphs, you can make them whirl about your figures in the most sinister way
Also includes a normal skull texture, for littering skulls about, and a melty candle that sits atop the skull (for apothecary style renders)
Check it out here: http://www.daz3d.com/phantoms/
Got renders? Lets see em!
Got questions? Just ask!
Got milk? yeah I couldn't resist.... teehee
Promo0.jpg
1000 x 1300 - 1M
Comments
Oh my ... they are so awesome! I have 1 question. how long they wil be on sale?
Should be for the usual 2 weeks. As for my store, I am not entirely sure there. Prolly a day or two.
*gives a glass of milk to you and a small mouse to each snake that might be around*
LOL
Ok guys.... one of my promotional artists found an issue with the DS mats -- the transparency was loaded on the wrong place, on all the flame mats. doh! I have submitted an update DAZ side. In the meantime, til the exe is ready, you can download the updated MATS here:
http://www.damageinc3d.net/Misc/PhantomsFlameMATS.zip
great googly moogly, these are brilliant!!! I love them! And they really DO glow in DS, which has me jumping up and down in excitement. :D
totally quick test image just to check them out!
Just about to buy this. (I have no choice, one of my characters is jumping up and down on my shoulder squeeing happily and making "gimme!" gestures.)
It says the "actual light-emitting glow" only works with Poser lights. Can't D|S UberAreaLight be added to the surfaces?
Actually, no, the light emitting isn't a light... its a feature in Poser. I know that DS can emit light too, I just don't know how to do it (it requires shader mixer I think)
..... tho actually, the SSS set that AOA did will also make stuff glow, using the ambient SSS stuffs (sadly, I didnt have it when this pack was first created, or I woulda totally used it lol) The set Im working on now uses it, actually.
Wow jaki, thats scrumptious! I looooove all the colors
Wow jaki, thats scrumptious! I looooove all the colors
i tried to add a light to have the candle flame light up.....but i used the wrong light. :oops: Gonna play some more. Genesis seriously needs some cool magical outfits, just as an aside. LOL
are the uberlights included with DS? or a separate product?
i tried to add a light to have the candle flame light up.....but i used the wrong light. :oops: Gonna play some more. Genesis seriously needs some cool magical outfits, just as an aside. LOL
Yeah, Im actually working on one lol I had issues with my puter, so work kinna got paused (I was having BSOD's) but cleaned out my puter, so its been pretty stable since :crossing fingies:
are the uberlights included with DS? or a separate product?
Some of the Ubers are included — I have an Omnifreaker folder in my Light Presets folder with the AreaLight and Environment2. Not entirely 100% sure, though, since I bought a few of them long ago when they first came out and I've been in the habit of updating and reinstalling every time I bump to a new D|S major version.
BTW, yes, the Arealight works very nicely on Mister Skully, as long as you remember to -click so you don't replace the texture maps. I like!
and playing a bit more! I added a linear light to the skull in her hands, to get the blue glow showing on her face....probably need to tweak that a bit more. LOL.
Called "The Fortune Teller and The Funnyman".
please click for better detail.
Holy bawls that's effing gorgeous!
Holy bawls that's effing gorgeous!
LOL yeah, gonna have to agree there... stated perfectly
Oh goodie, whenever will can will have to get them, my deamon girls are squeecking, they find them adorable.. well ok, maybe not squeecking, but more howling.. still they think they are adorable :)
P.S where are smileys ?
Late to the party lol.
All the cool colours these come with and i still went with the regular flames lol. <_>
Love the Pictures jaki : )
Much fiddling in PS but they're under there somewhere :)
Cool pics guys!
Lovely renders.
Iggy, I was under the impression that in the newer versions of DS you just picked your obj and somehow made it a light source and have all the controls like a light to make it glow a little or allot. I've not done it before but from what I understand it's pretty easy once you know how to do it....
I really like the look of this set and will be purchasing it SOON!
Sorry I am late to the party. Still keeping strange hours here lol Great renders you, guys!!!
Yeah, not sure how that works lol I am a little wet behind the ears when it comes to DS (while not completely novice, there are a lot of things I dunno about it) But like I said, with that shader SSS, it can easily be done. Maybe when I have some extra time, Ill make extra mats with it, and toss em up as a freebie or something.
And TY all for the compliments :) Much appreciated
Yeah, not sure how that works lol I am a little wet behind the ears when it comes to DS (while not completely novice, there are a lot of things I dunno about it) But like I said, with that shader SSS, it can easily be done. Maybe when I have some extra time, Ill make extra mats with it, and toss em up as a freebie or something.
And TY all for the compliments :) Much appreciated
It isn't automatic, it would be necessary to use uberArea as mentioned above or, with the ambient settings, use an indirect lighting solution (UE2 with the right settings, or an IDL camera created with Shader Mixer for example).
FWIW, here's a quick test setup I did with two skulls using UberArea lights; I also added the main glow colours to the light colour settings. Note the interesting shadow colours on the floor. (Don't note the poor girl's paws hovering an inch or so above said floor, I forgot to check before I hit -R...)
I really like how the shadow colours are on the floor too! That's excellent! I tried those uberarea lights the other night - the ones that come with DS. I cannot for the life of me work them out - all I got was black solid skulls.
A quick guide to making the Phantoms emit light in DS.
I do not consider myself any sort of expert and most of what is below I picked up by experimentation but it will hopefully help those of you struggling get stated & some settings to uses as a starting point for your own renders.
I am using the latest version of DS (4.6.0.18) on a Windows 7 machine, the background is simply three untextured planes (2 metres square) arranged to make up a half cube with the Phantom positioned centrally and 15 cm above the ground. The only light source in the images below s the Phantom itself.
Warning: - This will increase render times significantly, especially if you use multiple light Phantoms.
The first Image took 43 seconds on my old Core Duo machine, a Q8200 2.33Ghz Quad core with 4gB of Ram.
The second took 5 minutes 20 seconds.
Basic Lighting
1. Load the Skull.
2. Apply your choice of colour pose.
3. Pose the skull, and tail.
4. Select the skull in the scene.
5. In the Surfaces Tab select all the surfaces you wish to convert to light (I've used all of them for this example).
6. Use the CTRL & Click method (CMD & Click on Mac's I believe) to apply the UberAreaLight Base to the selected surfaces, selecting the Ignore Images option when the pop up window appears. UberAreaLight will add some extra properties to the surfaces options list.
7. Now we need to edit the surfaces a bit more, I suggest you do this across all the surfaces in one go and then fine tune any individuals surfaces afterwards if you want to.
8. Turn the Ambient light back on as the UberAreaLight Base turns this off by turning this up to whatever you want (100% in the images below).
9. In the new Light section of the surface properties load the Phantoms texture into the 'Color' property.
10. Now render.
Advanced Lighting
1. After following the basic set up above you can make some further adjustments, there is the basic intensity & colour settings you can play with but also a few others.
2. Firstly the 'Samples' increasing this will reduce the graininess seen in the basic image below, in the second image I increased this to 64 (note your ender times will go up & then up some more).
3. Falloff, with the UberAreaLigh set up as above the light will illuminate the entire scene, if you want it localised for a more realistic effect you need to use this function.
4. For the second image below I used the following settings for the Falloff.
Falloff Active = ON
Falloff Start = 25
Falloff End = 150
Falloff Decay = 1
Hope this helps
As I recall, if you set start and end values for the falloff the decay is 1 regardless of what it set to.
This does not seem to be the case with the current version as shown in the images below.
The first image is a repost of the second image from the above post, reposted for comparative purposes.
The second is identical (I saved the scene) but with the Falloff Decay set to 5.
(Is this the first time you've ever got it wrong in these forums:-) )
That's supposed to be grinning smiley but they don't seem to be working at the moment
First time since lunch, anyway. I think.
Point 8 is what trips many people up and most often the cause of the black... It tripped me up, now I forget to even mention it because I change it so quickly by default it's on autopilot and not even conscious.
Point 9 ... along with earlier points... is the important summary of this. Select item to convert in scene tab, *select surface* to convert, Ctl+click, ignore (already set settings, which it only partially ignores, see point 8.) And the result is a new addition to that specific surface for lighting/shadows.
If a single item in the scene tab has many surfaces, the UA light applies to one specific surface (unless added manually to multiple.) The surface will *not* 'ignore' all settings unfortunately and needs to be tweaked. The lighting is from the normals of the surface, that is, the geometry of the object in question but specifically the polygons that make up that particular surface of said object become light emitting. There are implications to this that are too involved to go into, but one doesn't need to know all of them, just play and see the results. One implication we should be aware of is setting some surfaces to UE will slow the rendering down much more then others due to the complexity of the surface. Another issue is that it effects the lighting overall in a way that different geometry can light things to a different degree, so one 'flame' doesn't light like another 'flame' because the base geometry is different. Again, play with the settings to get the results you want.
Also, setting a light source to UE is for emitting light... not giving the appearance of emitting light. That is what the ambient channel is for. These two ideally almost always should be used together. If I am setting a surface to ambient, I am almost always converting it to UA at the same time. If one converts a surface to UA, it will not appear to be a light emitting surface (even though it will emit light) unless Ambient is also set.
A trick... I often use the diffuse map in the color channel for Ambient and the UA's light/color map, sometimes with a pale color in the color channel to further tone the color.
A note... Often I find using UA does not give me enough control over the light from a particular surface. In that case, I add a child light of some other type to the object in question. In this fireplace there were 3 planes that made up the fire. I converted all 3 to UA, tweaked the settings as described and, after researching fires on google added an LP light to create the lighting in the firebox. The fire is as rendered, no post. There was some post to the light on the tile as it did not have the dimensionality I wanted (see previous image.)
Kinich, that's pretty much how I set up the two-skulls pic I posted upthread, except I only used a Samples of 32 and I haven't played around with Falloff yet. Maybe that's why I was getting render times of a few hours when it was much faster with the basic five UberSpots setup I had already in the scene. Those lights, incidentally, had to be dialled back to a bit under half their original intensities or else I'd get the scene washing out.