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This is my cheap way to create NPR look from EEVEE Multipass and Photoshop . I know , I should need to learn about doing all composite in Blender than in Photoshop , but thats for another quest :)
Nice work.
And I disagree with the purists who insist on doing everything in Blender. I used to think postwork and going outside of Blender was frowned upon, but then I realized everyone who made professional works used many different pieces of software in the pipeline. I think we have to ask ourselves if we are trying to make the best images/videos possible or are we trying to just showcase Blender's abilities?
Keep doing what you're doing, you're making good stuff.
This is my render on blender using filmic - standard and curves, if anyone can help me with skin shaders would really appreciate. The color coming from Daz especially on nodes was very confusing and thanks to all the people who helped me on my problems with loading the costumes from Daz to blender.
Cool Video ! Do you hand keyframing the animation or using other method ?
Artists use tools.
... They only care that the tool does what it needs to do for them.
Early tests with Renderman for Blender. Still a lot to learn, but initial results are promising. I was never able to get that kind of surface detail using SSS in blender. No displacement maps or postwork yet, just wanted to share.
Model and texture is Sahel from the very talented bluejaunte.
Hey all,
Want your opinions on the renders below, specifically: how old would you say the character looks? teens, 20s, 30s?
Thanks in advance.
Jeff
Hi @Krampus,
Agree with the SSS. What was the render time compared to Cycles? Have you tried it with a multiple GPU setup?
I'd say about 25-27, primarily because of the lines under the eyes.
Thanks!
Free Renderman only uses CPU. Render times are about the same as cycles right now. I think that was about 30 minutes or so, which is not bad. Fun stuff!
Thanks! Can I ask what are the benefits over Cycles? I mean, what prompted you to be interested in it? I heard about it, but was unclear on how/why it might be better, and under what circumstances.
Thanks for asking. Besides the fact that major movie studios use it and have used it in big films, the people who develop renderman only have to focus on developing renderman. Compare that to Blender where their team has to work on an entire suite, only one part of which is the render engine. I think the new Cycles-X has a few people working on it for 4-6 months maybe, then they'll move on to something else. Pretty much any shortcoming in cycles has been addressed with Renderman. Caustics, SSS detail, layering of materials, bump specific to each layer, mesh intersection issues with sss, light linking, and on and on. It just has a whole lot more options for making materials look exactly how we want them.
Maybe even more importantly, other than cycles, the only other supported option is Octane which is not cheap. The other big players like Vray and Arnold are not even supported in Blender. Renderman gives us a fully supported professional level render engine that doesn't break the bank (unless you buy the pro version for $600, which is still reasonable).
Thanks!
It may vary by ethnicity and country. But here in Italy she'd be definitely addressed as around 30s.
Thx for the feedback - appreciate it. Glad to hear she's looking 25'ish or so... trying to make my models look older.
Nice render. That pretty much looks like V8.1, whose face looks 30ish to me IMO.
Body shape might lead one to think more teen than older, but shape can be a poor indicator once in late teens onwards
Face and particularly eyes, late twenties or perhaps a little older.
It's been a while since I took up cel shading of Daz figures exported to Blender. I use Lightning Boy Shader, and with v2.1 out, the workflow now is much easier. The overall process isn't difficult to grasp:
(1) Export from Daz to Blender using Diffeomorphic.
(2) Load the LBS lighting system and replace each surface with the cel shaded material. This is the meticulous part because the lighting and the LBS material have to be adjusted to achieve a pleasant outcome. Typically I only use LBS nodes for base (or shadow) color, highlight, 2D outline and/or specular. By the end of this process, all the Daz materials have been replaced, save for the cornea and the eyelashes. Some figures have eybrows "painted on", which are wiped out when the Daz materials are swapped. As a remedy, I apply a separate eye brow in Daz before exporting to Blender.
(3) Play around with the cameras, render with Eevee and ... that's it!
The figure here is G8F. The second image attachment is straight out of Blender. Lately I've picked up Clip Studio Paint, and so I had a go with it -- the third image attachment.
Thanks for your interest. Cheers!
csaa nice render. I love evee too. I perfer comic style render myself.
@Silver_Dolphin,
Thanks for the kind feedback. As I explained in an NPR thread in the forums, I enjoy reading manga and Hellboy comics. I'm very pleased with the Daz-Blender workflow
as it allows me to aim for this sort of cel shaded illustration. Here's something I worked on recently. I'm still fairly new to Blender, so there's a lot about texture painting
afforded by the Lightning Boy Shader that I'm discovering.
Cheers!
G8F figures. Blender cel shading and Eevee render. Post editing in Clip Studio Paint.
Very nice Cell-shaders
All the Vickies...it's been a year...perhaps I should get back to it...
A bevy of beauties ...
@brainmuffin,
I wish I could help you, but my first foray into Blender was all for cel shading Daz scenes. I'm afraid I'm not much help when it comes to photorealistic renders.
Here's something I worked on a couple of days ago. Trying to aim for a manga look. Still a lot to learn on my part.
Cheers!
@brainmuffin,
Thanks. Cheers!