The Official aweSurface Test Track

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  • Mustakettu85Mustakettu85 Posts: 2,933

    The Matriarch

     

    ...Canadian female-fronted power metal. You're welcome.

  • Mustakettu85Mustakettu85 Posts: 2,933

    Cheers Sven

    Those tips have helped.

    Managed this - it's a pre-morning coffee effort though.

    You might want to try a lower Fresnel on the cornea (around 1.3) to make the eyes less metallic-looking?

  • Sven DullahSven Dullah Posts: 7,621

    The Matriarch

     

    ...Canadian female-fronted power metal. You're welcome.

    Cheers! Pretty cool stuff:) Intro of the first one you linked to reminded me of early Iron Maiden;)

  • wowiewowie Posts: 2,029
    edited May 2020

    Done this for a friend. I lacked Sven's patience, so this is with progressive enabled, 8x8 pixel samples and just 1024 samples. Along with some under the hood stuff. laugh

    25 mins 3.44 secs

    Although there's light from the outside, the setup actually uses three area lights (plus instances). The first is the big light with a falloff of one, this is the one that's casting the shadows into the room. A second area light is placed on the ceiling, with a very large scale and very low intensity scale. Last but not least, there's also another area light near the plant but with a smaller emitter and just enough intensity scale so it blends with the light coming from the other two.

    I also disabled any specular/reflections on the ceiling/wall, mostly because it was very rough and set very low anyway (something like 5% with an IOR of 1.35).

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  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    Done this for a friend. I lacked Sven's patience,

    Ah that's what it's called? I thought it was something else.

    wowie said:

    so this is with progressive enabled, 8x8 pixel samples and just 1024 samples. Along with some under the hood stuff. laugh

    25 min is a nice result, even with progressive. And you have to look closely to see the grain, very cool!

    wowie said:

    25 mins 3.44 secs

    Although there's light from the outside, the setup actually uses three area lights (plus instances). The first is the big light with a falloff of one, this is the one that's casting the shadows into the room. A second area light is placed on the ceiling, with a very large scale and very low intensity scale. Last but not least, there's also another area light near the plant but with a smaller emitter and just enough intensity scale so it blends with the light coming from the other two.

    I also disabled any specular/reflections on the ceiling/wall, mostly because it was very rough and set very low anyway (something like 5% with an IOR of 1.35).

    Nice working light scenarioyes

  • Sven DullahSven Dullah Posts: 7,621
    edited May 2020

    So I had to try find a better hair for my matriarch, think she deserves it. This is kinda nice, but a REAL pain to render: https://www.daz3d.com/classic-updo-hairstyle-for-genesis-3-female-s. Testrender with 1024 hair samples, non progressive, over 2hsurprise

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  • Mustakettu85Mustakettu85 Posts: 2,933

    The Matriarch

     

    ...Canadian female-fronted power metal. You're welcome.

    Cheers! Pretty cool stuff:) Intro of the first one you linked to reminded me of early Iron Maiden;)

    Yeah, power metal in general is heavily inspired by Maiden, same as melodeath is to an extent. These days the genres are getting closer; UtA have basically started playing a blend on that album (more noticeable on other songs)

  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    Been tweaking this character for the last 24h. Think I learned a bit more about tonemapping, temperature and saturation. Also gave him a pair of GB brows and fibermesh stubble, both using AWE Hair shader. But that hair... I recall someone told me not every hair is worth salvaging,( yep I remember who it was LOL), and it looks like I have to find something else. Any tips? Gen4 up to G3 works fine. I like the style, but it just won't cooperate:)

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    ...hm...think this will do for now

     

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  • wowiewowie Posts: 2,029
    edited June 2020

    Been tweaking this character for the last 24h. Think I learned a bit more about tonemapping, temperature and saturation.

    Just remember temperature with AWE Surface is not white balance. White balance works the other way around, which technically is a temperature adjustment or correction.

    I've also added a tonemapping strength so you can blend between not using tone mapping and your chosen tonemapping settings. At one time, I even thought about adding very simple color grading tools (gain/gamma/lift) plus a complementary color adjustment. But after some thinking, those would be better suited to an imager/camera shader (along with other post process filters).

    The upcoming color dodge/burn controls will only work when you saturate is above 0. Plus, saturation is basically vibrance now so no more over saturation.

    Edit: Have this working now. A very nice way to quickly use the diffuse/base color texture as a metalness input.

    I've dialed down the diffuse/specular depth to 0 for this setup. Since AWE Surface now intelligently adds an offset to specular depth for metal materials, the only specular/reflection you get with zero specular depth are with metals.

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  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    Been tweaking this character for the last 24h. Think I learned a bit more about tonemapping, temperature and saturation.

    Just remember temperature with AWE Surface is not white balance. White balance works the other way around, which technically is a temperature adjustment or correction.

    Yep, tks! These skin textures seem to be to saturated and bright by default. So desaturating by 0.2 and setting temperature to a slightly colder value seemed to work. Also the lips were very red, again adding some temperature did the trick. Also reduced upper luminance for all skin a tad. Haven't played with diffuse gamma yet.

    wowie said:

    I've also added a tonemapping strength so you can blend between not using tone mapping and your chosen tonemapping settings.

    That's very neat!

    wowie said:

    At one time, I even thought about adding very simple color grading tools (gain/gamma/lift) plus a complementary color adjustment. But after some thinking, those would be better suited to an imager/camera shader (along with other post process filters).

    You're probably right about that, would make more sense.

    wowie said:

    The upcoming color dodge/burn controls will only work when you saturate is above 0. Plus, saturation is basically vibrance now so no more over saturation.

    Ah ok, things are happening fast over there LOL!

  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    Karl got a new brow...

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    Played with diffuse gamma (1.5) and color correct threshold (0.2). Amazing! Easy to get very lost in there, but very powerful tools without having to import all those textures into an editor, make changes, hope for the best, save the stuff, reload textures etcyes. Rawart's Cyclops skin turned almost female haha!

     

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020
    wowie said:
     

    Edit: Have this working now. A very nice way to quickly use the diffuse/base color texture as a metalness input.

    I've dialed down the diffuse/specular depth to 0 for this setup. Since AWE Surface now intelligently adds an offset to specular depth for metal materials, the only specular/reflection you get with zero specular depth are with metals.

    Clever! So what happens if you dial in only a small amount of metalness? Sorry had to asklaugh. Aaand please explain diffuse and transmission bias to me in short. Why would I want to use them? Face Without Mouth emoticon

     

    Post edited by Sven Dullah on
  • wowiewowie Posts: 2,029
    edited June 2020

    Clever! So what happens if you dial in only a small amount of metalness?

    Well, what else do you expect? You'll have an interpolated value between dielectric and metal.

    Seriously, this only affects the mask and follows the value set for Metalness. You can (still) have a metalness mask in the Metalness slider. This just makes use of the available info on the base/diffuse color map.

    Still tweaking the default values. Basically, you're going to use hue value of the base/diffuse map for selection. There's an additional offset as well, which broadens the selection depending on the color ie 1 - offset > hue value > 1 + offset. So, technically a value of 0.5 and an offset value of 0.5 selects all color in the texture.

    Aaand please explain diffuse and transmission bias to me in short. Why would I want to use them?

    Bias is basically an offset used when shooting rays. In other renderers, this is usually called ray epsilon. The purpose is to avoid self collision, where rays are blocked by the originating mesh. Same as shadow bias in raytraced lights. Diffuse/transmission bias are bias set for each, mainly because sometimes you need/want different settings. Typical artifacts you see with incorrect bias is light leaking (too large) or darkening (too small).

    I've actually made an error with the bias on the current build, which leads to light leaking in some scenarios. Turns out the default bias set by 3delight (0.01) was too large and caused light leaking in that room scene. Adjusting the (diffuse) bias to a smaller amount, which in this case is half the default value, fix the problem.

    One specific example is the problem with Genesis 8 eye surface when you enable transmission. The fix will be to apply an adjustment to the bias until the artifact is gone.

    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    wowie said:
     

    Seriously, this only affects the mask and follows the value set for Metalness. You can (still) have a metalness mask in the Metalness slider. This just makes use of the available info on the base/diffuse color map.

    Still tweaking the default values. Basically, you're going to use hue value of the base/diffuse map for selection. There's an additional offset as well, which broadens the selection depending on the color ie 1 - offset > hue value > 1 + offset. So, technically a value of 0.5 and an offset value of 0.5 selects all color in the texture.

    A very elegant solution:)

    wowie said:

    Aaand please explain diffuse and transmission bias to me in short. Why would I want to use them?

    Bias is basically an offset used when shooting rays. In other renderers, this is usually called ray epsilon. The purpose is to avoid self collision, where rays are blocked by the originating mesh. Same as shadow bias in raytraced lights. Diffuse/transmission bias are bias set for each, mainly because sometimes you need/want different settings. Typical artifacts you see with incorrect bias is light leaking (too large) or darkening (too small).

    I've actually made an error with the bias on the current build, which leads to light leaking in some scenarios. Turns out the default bias set by 3delight (0.01) was too large and caused light leaking in that room scene. Adjusting the (diffuse) bias to a smaller amount, which in this case is half the default value, fix the problem.

    One specific example is the problem with Genesis 8 eye surface when you enable transmission. The fix will be to apply an adjustment to the bias until the artifact is gone.

    Tks for that! Bear with me while I ask all these stupid questions, trying to dig a bit deeper still into your shader. Still a lot of unknown territory to explore;)

     

  • wowiewowie Posts: 2,029
    edited June 2020

    Playing around with two sided material combinations.

    Making use of backside overrides to use separate backside diffuse color, specular strength and roughness. I still need to add a metalness override though. That should work with both diffuse and transmission, which in the case of transmission allows one way glass.

    All done without resorting to making your own maps.

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020
    wowie said:

    Playing around with two sided material combinations.

     

    Making use of backside overrides to use separate backside diffuse color, specular strength and roughness. I still need to add a metalness override though. That should work with both diffuse and transmission, which in the case of transmission allows one way glass.

    All done without resorting to making your own maps.

    Well how cool is that^^ Now we just need separate front- and back tiling and uv-projectioncheeky

    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    Some minor fixes to the skin and hair. Hands turned out too bumpy when rendered at larger resolution, don't know how to best deal with it, just cheat and dial down strength on the hands or modify the maps...

    I used one of maclean's morphing primitives to make a ring...well tube light, nice built in morphs for easy light adjusting haha. https://www.daz3d.com/everyday-morphing-primitives

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    Another character update. Garibaldi hair and brows + fibermesh bodyhair with AweHair shader.

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    ...and testing some pbr textures and lighting on this set...

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    Using a 16bit png as backdrop...maybe worth exploring some more...

     

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    The coat layer is nice for enhancing tattoos, just have to make some masks to use in transmission color and thicknessenlightened (and SS color)

     

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    Will be interesting to see what kind of effects you can create with the new build...

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    A very rough Rama Drums conversion, needs some tweaking (after a good night's sleep)...impressive, rendered in just over 20 min, used 15 emitters...

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  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    Decided to try a light setup with pure reflected diffuse light. The white emitter shoots rays at the orange plane with aweSurface applied. Both are invisible to the camera. I used 1024 adaptive samples and 512 SS samples on the skin, nowhere near enough, but should be doable with high sample values. Rendertimes are of course skyrocketing:) 1.5h non progrressive. What baffles me a little is that SSS totally takes over the show. Very interesting:)

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  • wowiewowie Posts: 2,029

    Decided to try a light setup with pure reflected diffuse light. The white emitter shoots rays at the orange plane with aweSurface applied. Both are invisible to the camera. I used 1024 adaptive samples and 512 SS samples on the skin, nowhere near enough, but should be doable with high sample values. Rendertimes are of course skyrocketing:) 1.5h non progrressive. What baffles me a little is that SSS totally takes over the show. Very interesting:)

    You should probably use a more complete scene for that scenario (with a ground plane and dome environment). If you want darker non lit areas, move the emitter closer while keeping the intensity or emitter size the same.

    Plus, you can always dial down specular contribution of the light / set the emitter to only emit diffuse light.

  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    Decided to try a light setup with pure reflected diffuse light. The white emitter shoots rays at the orange plane with aweSurface applied. Both are invisible to the camera. I used 1024 adaptive samples and 512 SS samples on the skin, nowhere near enough, but should be doable with high sample values. Rendertimes are of course skyrocketing:) 1.5h non progrressive. What baffles me a little is that SSS totally takes over the show. Very interesting:)

    You should probably use a more complete scene for that scenario (with a ground plane and dome environment). If you want darker non lit areas, move the emitter closer while keeping the intensity or emitter size the same.

    Plus, you can always dial down specular contribution of the light / set the emitter to only emit diffuse light.

    Tks, still experimenting...

  • GafftheHorseGafftheHorse Posts: 567
    edited June 2020

    Hello again.

    Just been brought to my attention that the 3Delight.com site is gone. A new Daz Linux user was asking after it.

    I managed to point him to the Wayback Machine entry. Where the package can still be picked up.

    Here's the Windows exe  I think it's the most recent before the page disappeared, but I'm not certain (wayback machine is a tad unhelpful on whether it's save points actually have anything useful)

    Post edited by GafftheHorse on
  • Sven DullahSven Dullah Posts: 7,621
    edited June 2020

    Hello again.

    Just been brought to my attention that the 3Delight.com site is gone. A new Daz Linux user was asking after it.

    I managed to point him to the Wayback Machine entry. Where the package can still be picked up.

    Here's the Windows exe  I think it's the most recent before the page disappeared, but I'm not certain (wayback machine is a tad unhelpful on whether it's save points actually have anything useful)

    Tks! I seem to have managed to DL the 3DL standalone for Mac, been searching high and low for it, but never thought of the wayback machinesurprise, now if I only knew how to utilize itblush...

    3Delight standalone for Mac Windows and Linux download

    Post edited by Sven Dullah on
  • GafftheHorseGafftheHorse Posts: 567
    edited June 2020

    Hello again.

    Just been brought to my attention that the 3Delight.com site is gone. A new Daz Linux user was asking after it.

    I managed to point him to the Wayback Machine entry. Where the package can still be picked up.

    Here's the Windows exe  I think it's the most recent before the page disappeared, but I'm not certain (wayback machine is a tad unhelpful on whether it's save points actually have anything useful)

    Tks! I seem to have managed to DL the 3DL standalone for Mac, been searching high and low for it, but never thought of the wayback machinesurprise, now if I only knew how to utilize itblush...

    3Delight standalone for Mac Windows and Linux download

    It's not the friendliest beast

    Go to Summaries (after entering the url you are looking for)

    Then Explore urls

    Enter the mime type of the file you are hoping to find (exe for windows, tar.gz for a linux package, etc.)

    reorg the table to last date order

    Should make it easier to find the last available download version.

    When you do find the file, click

    This brings up a calendar find the last highlighted date and click - Maybe it'll have a snapshot and not just a changelist.

    Took me three or four tries to find 3Delight version 12.06.

    More important question - when the heck this happened - Can't recall the last time I visited the site, but it probably last autumn, but random date picks back beyond 2016 come up with an empty site - and I didn't start using Daz until 2017.

    Here's a 2016 link (prev one was 2014 and an old version)

    Post edited by GafftheHorse on
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