How do I create such "white" render scenes?

FetitoFetito Posts: 481
edited December 1969 in Daz Studio Discussion

Hello!

How do I create such "white" render scenes? I attach an example screenshot.

24e.jpg
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Comments

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    That look depends much on the surfaces, but also lightning.

    First the surfaces: remove all textures, set diffuse color to white, maybe not full white (255, 255, 255) but something like 220, 220, 220. Then set glossiness and specular to 0% so that the surfaces become very matte.

    For the lightning: Use a soft light with very soft shadows. Maybe a huge UberAreaLight placed on top of the scene, shining downwards.

    You have to experiment with the settings, but this should come close as a starting point.

  • JaderailJaderail Posts: 0
    edited December 1969

    It will also help to set in surfaces the Lighting Model to Matte for all surfaces in the render.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited January 2014

    If you happen to have the Sculptural Genesis product, the process gets easier. Select everything in the scene, select all of the surfaces, and click on the Plaster1 shader.

    It's just lit with AoA's Adv Ambient. Ignore the dark line in the background, I used a paper roll (lol), which has grey diffuse so the church stands out against it.

    *edit
    Changed the angle and added a distant light on 50% intensity in the 2nd render.

    clay_render_2.png
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    clay_render.png
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    Post edited by Lissa_xyz on
  • millighostmillighost Posts: 261
    edited December 1969

    Hello!

    How do I create such "white" render scenes? I attach an example screenshot.


    That is pure ambient occlusion. It is used very often by modelers, because it does not depend on lights at all and is very easy to set up. In DS4 simply use ShaderMixer to connect an ambient occlusion brick to the surface and assign that to all materials.
    ao.png
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  • mjc1016mjc1016 Posts: 15,001
    edited January 2014

    I took millighost's Ambient Occlusion shader one step farther...add a binary operation brick set to multiply and an image map brick...plug the image map into value1 and the AO brick into value2 on the multipy...then plug the output of it into the Color slot of the Surface brick.

    Then you can plug an image of your UV map into it and 'fake' a 'wireframe' render...

    The second image is a straight render with millighost's shader recipe.

    hat.jpg
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    hatwire.jpg
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    Post edited by mjc1016 on
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