Post Your Renders - Happy New Year yall
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Something different. Two Carrara renders combined with Photoshop.
Comments welcome.
Hubba, hubba.
.
hello de3an, looks very promising
I'd rather try to tweak the tonal width and radius on the AO layer if you want to achieve an aquerelo effect but you may lose the 3d effect; it depends on what you want to obtain
about the miss..she makes blush
sponza atrium here at 6k res
Thanks magaremoto.
I was trying for a hand drawn, pencil sketch look with some shading on the contours, rather than a watercolor effect. I used the "AO only" setting with only Ambient lighting. It took quite a bit of experimenting before I found settings that I liked.
Nice lighting on your render!
The carpets could use some smoothing though. Such a high resolution exposes their polygons.
you are right de3an about smoothing, in my multiple tests I've found only houdini import correctly sponza without adjustments
about lighting, this diffuse lighting + tonal shading is quite hard to get briefly in unbiased renderers by tweaking exposure, ray depth, filters or materials and more
my render needs corrections in post but it's a good starting point imo
here a quick test with Emily
this was home world
brilliant image! I love the style/result!
bravo!
ms
de3an nice work , great to see people taking this approach,
margaramoto your heads are getting better and better
bligh that's pretty good for a bryce user ;) heh, but seriously great work, i feel cold
This is really cool. How did you achieve that effect?
thanks head wax, our is a continuous improvement
for coherence this test shows a microdisplacement on Emily by using the provided map: subtle but pretty noticeable difference
to anyone interested to this beautiful head scan this is the .car file http://iqu.ca/1/?42A6684039F3
below the results with and without displacement
Thanks Magaremoto, 216Mo on my computer, she must be very nice !
DE2AN, really cool and interresting render, what's the process ?
Thanks! I found the style difficult to achieve.
Thanks Andrew. I saw some similar work recently and thought I'd give it a try.
Well, I was afraid someone was going to ask that.
I tried lots of settings before I found some that gave me the results I was looking for. It doesn't always produce good results with all subject matter. The best I can do is list the settings that produced this particular result. You could use them as a starting point for your own experiments.
The character is the original Poser version of “the Girl”.
Replace all shaders (except the eyes) with almost-black.
Make two renders; Photorealistic, and NPR.
Photorealistic settings:
Remove the default light.
Set scene Ambient light to 450%
Set background color to white.
Set Indirect Light to 142%
Set Occlusion Radius to 20ft.
NPR settings:
Choose only “Outline”.
Thickness=10%
Length=208%
Combine the two renders in Photoshop layers with the Multiply option.
See the attached settings images:
thanks for explaining that process, it's very kind of you
Finally got some free time to render something ...
MakeHuman female model, everything else modeled in Silo.
Post work done in Fusion
you're welcome dudu, If I recall correctly I have a 11 Gb .car file somewhere inside my server
wip - test on reflections and sss with IBL only, touched up in post
micro reflections on skin with HDR lighting only, I exaggerated the micro displacement
no postwork
another try to test hdr; no displacement, bump map only
wip test on high resolution (6K) with hdr lighting only
Something retro, lol.
Everything modeled by me, postwork done in Fusion
good one !
skin test: translucency + absorption + sss; hdr lighting only
Thanks, I appreciate it, I always wanted to model old arcade machine, takes me back to time when I was a teen...
Btw, this model is available (no textures) as download for ya all on my Google Drive (File: ArcadeMachine.zip) if anybody wants it , cheers
Pretty grainy looking skin. What quality are you using for the render settings?
Also, if you don't wish to see the hdr background, you can put something in the scene's backdrop. Even a simple color may help with the look. You'll still get the benefits of the hdr, and it will be what is reflected in reflective surfaces.
Two skin tests.
Both use the same method to "fake" SSS.
The image with the blue eyes is a mostly procedural set of shaders. The fake SSS is created by multiplying a couple maps together that came with the Reby Sky Elite textures in the Glow channel. One map is color and has EC at the end of the name, and the other is greyscale and has ES at the end of the name. So for instance, the image map for the face would be called, V4RebyFaceEC.jpg for the color map, and V4RebyFaceES.jpg for the greyscale map. I'm not sure what EC and ES stand for, but I assume the maps are used to define SSS in Poser or D|S. All other shaders are procedural, with two distribution maps to soften the edges between the lip/face shading domains and the nipples/torso domains.
The blue eyed figure uses dynamic hair eyelashes and dynamic hair eyebrows. The green eyed model uses only dynamic hair eyelashes. The eyebrows are part of the image maps.
The image with the green eyes uses the Carrara Reby Sky Elite textures- So image map based. I have made my own tweaks to the various shaders within the set to suit my tastes. I also used the same method I described above to create the fake SSS, by multiplying the two maps in the Glow channel.
many good hints EP, thank you
I tweaked roughness,shininess and reflection here and changed the hdr map
That one looks great!
Just a quick translucency test in Carrara (Instance Randomizer plugin used)
I find your models very realistic indeed EP; there's something indefinitely unconvincing in the mouth of the blue eyed one, maybe the color, but all the rest is pretty perfect.
About my Lilith 6, generally speaking I can't get a realistic outcome with daz models in carrara, many times meshes are uncorrect (iris too big, shoulders unrealistic, eyes and eyelashes badly shaped etc) very often the maps have unrealistic color nuance or are uneffective or even useless in carrara especially on the face or arms. On the contrary in daz studio you can tweak almost nothing to get a realistic result. My hope is that daz guys work harder for their figures within carrara
I agree about the mouth. The lips are procedural and use several different functions layered together. There is also a greyscale distribution map to soften the transition between the more red lips and more "flesh" colored skin. I notice the border quite a bit in that area despite the map. So there's the border and also my attempt to get the lip texture right, which isn't right. ;-) The other issue with the border between the lips and face domain is the faked SSS. I used the image maps I mentioned in a post above in the Glow channel, and their lip border most likely doesn't align with mine, thus creating a bit of an overlay.
For the eyes, I usually dial down the iris size. I also use Endless Eyes for Carrara, which was a freebie/tutorial by indigone, as a base for my eyes. The eye shaders are mostly procedural with black and white masks. Additionally I make tweaks that he/she didn't, such as making the iris concave and making the cornea bulge more. I also add a color in the Highlight channel. If the eye is green, I add a greenish color, and then in the Shininess channel I set a 1-100 numeric slider to 4 or 5. If the effect is too bright, I darken the color in the Highlight.
I also turn down the reflections on the cornea to around 3% or 4%, add a 1-10000 slider in the Highlight channel and set it to around 150% to 200%. I add a 1-100 slider to the Shininess and set it to 20 to 25.
If the eyes don't pop the way I want, I will sometimes add a glow to the whites and the iris. If that doesn't help them pop out, I'll force a point reflection/highlight by placing a shape light (shape depends on desired effect) or glowing sphere behind the camera.