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I want to align the camera to the active view.
@nicstt In your setup the volume nodes are useless since volume can't show through sss, you need some translucency for volume to work. Also I'd suggest you to experiment with the sss radius, the default radius is only good for low subsurface values or giant size figures. A real size figure may work better with subsurface around = 0.9 and radius around = 0.04, 0.002, 0.001.
I think I've solved that one. Now to learn camera controls. Thanks.
Had to look what that meant. Yep, you are correct. Thanks.
Yeh, I noticed they were having no effect; I was planning on finding out why; appreciate that
Wow. The whole render is impressive.
But may I ask about the shirt, please? If it's a Daz item, which one is it? Where does the realistic thicknss come from? Is the shirt mesh more complex than the usual 0 thickness material, or is it done with a rendering trick? Thank you!
solidify modifier can give good effects
Looks like you may want to turn up your transparency bounces, otherwise great render.
Your grass looks good quite good but it should have some translucency about it.
Without knowing how your grass was done, not sure what to suggest, but the best grass imo is modelled with a grass texture or two then applied as the object to a particle system; this is particularly true when closer.
I've attached the shader I used on those leaves to get the effect I was looking for. Even a leaf as thick as those would let some light show throw.
There's a good video about creating grass by Andrew Price; I saw it a couple of years ago or so iirc, and don't recall the specific vid it is.
That looks absolutely awesome. Can you say a few words on how you did it? I've never tried procedural scratches, but I need to.
@SadRobot I'm amazed by others' eyes for certain things, and I need to develop mine. What did you see that suggested he needed more transparency bounces?
It is a fairly complicated setup I learned from a video tutorial that has node based controls for scratch density,size ,color, direction.
I keep it in simple,stored Blend file and append into any project as needed.
Aw, I see... the secret sauce is in the Musgrave Texture. That's what I mean about Blender... never in a million years would I have thought of that on my own.
Thanks for the inspiration, I'm going to try it this weekend.
I used a node setup for the striations on the nails; I'm still messing with it so it looks decent without too many changes.
I'm totally new with Diffeomorphic, but finally got some time to test the plugin, and oh boy was I surprised. Those materials are pretty awesome out of the box in my opinion so a big thank you for Diffeomorphic team . Hair probably needs a little work, but skin, eyes etc. looks really really good.
Here's my first Eevee render from Diffeomorphic import out of the box ( well, I had to tone down my 3-point lighting values ) and I have to say it looks really good for a 4 second render
Heh, I'm also totally newbie with the "new" Blender UI also ( I really haven't done much rendering with Blender recently, and I still do all my modeling with 2.79 ), so I was wondering if somebody could tell me where I can hide the bones when I use Diffeomorphic import. I haven't done much animation with Blender, but I think in the old UI it used to hide bones when you are in object mode, and bones were visible only in pose mode, but for me in Blender 2.9 bones are visible all the time including viewport shading ( preview mode ). Only in real renders they are invisible.
EDIT: And to answer my own question, just hiding the top object hides the armature, and mesh is still visible :) Much easier to test shaders when armature bones are not in the way
Yeh Eevee is a surprise, although I use Cycles.
Looks good, but seems lacking in pores or some sort of bump; did you turn it down?
Nope, I did nothing to shaders. It's straight out of the box render. I could easily up the bump values etc. I was just surprised how good it looks just out of the box without any tweaking.
@Mendoman To be fair that is probably a lucky case. With eevee we have limitations especially for the skin so that iray materials have to be approximated and they don't always work fine. As for cycles it works much better and should be fine most of the times apart some odd cases.
To hide all armatures (and/or some other object types) at once, there's a little row of buttons at the top right of the 3D viewport: the one on the left gives you a list of object types for which you can toggle visibility and selectability. You can end up with a lot of armatures if you have multiple figures with clothes and hair, so this is useful.
Okay, I did another render with the setting I posted yesterday and I upped the translucency light bounces from the default 8 to 12, I don't personally see a difference, but maybe it helped. The Quixel materials for the grass was a lot, I didn't want to putz around with it. What I am amazed at though, is I did the smooth shader on her and her clothes (I didn't have time to try the most up to date diffeomorphic again and try to find out why she came in naked so I used the previous version still) but it looks like her legs are shiny and wet. Which normally I'd not be thrilled about, but since she's by the water, it works. How did I get that? I don't know, this is straight from importing with the diffeomorphic plug-in. I did some color grading in Light Room because I wanted some more saturation and contrast.
Wow, the renders are looking better and better.
Looking really good, but a bigger distraction for me, more so than the shiny legs, is there are no ripples on the water.
It was the first thing I noticed.
Try a solidy modifier on the skirt to get rid of the infinitely thin skirt too.
Ripples in the water! That's a great idea. I have to see if I saved it or not, if I did I'll totally put that in and re-render it. And yeah, now that you mention it, the skirt is super thin. I dForced it in Daz and brought it over and the dForce stayed surprisingly, but I know I have this pose saved with her from the Daz file, so if nothing else, I can test the solidify modifier to see how that looks!
I hadn't recovered from @wolf359's example, and you follow up with another. Wow. Two great examples of why learning the node system is worth every second of time spent to grok it.
Don't want to be too critical because I have not yet achieved anything worth posting at all. However, just from an aesthetic viewpoint, the render has the same problem that many 3D renders have - it just looks like a 3D render. Edges too sharp, water too flat, skin looks like a plastic doll, grass looks like a watercolour sketch (did I say I don't want to be too critical? - sorry). Anyhow, I get that you are going for the anime look so perhaps a lot of that is deliberate - if so, please forgive my harsh comments.
the default for the thickness is too much (way too much) for cloth; 0.001 or 0.0015
It's a simple one; it plugs into displacement. That one is set for fingernails; if you want it to work on toenailes change the rotation in the mapping node to 0.
I don't use it often, as they are not visible most of the time, expecially when they have nail varnish on