AUGUST New Users Contest WIP Thread

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Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    @Standfast:I have to agree. Your work looks very good to me. I'm not looking forward to the Judging, (I'm staying out this time folks) this will be a hard contest to Judge.

    @Evilproducer:And I say the same for your work. The Ideas and execution is always so good. I'm so happy I can chose not to vote. Way to many renders that I like this time, it would burn my brain trying.

  • TeofaTeofa Posts: 823
    edited December 1969

    The scale of what Evilproducer works with makes my eyes cross. Dunno how he does it. It is really impressive.

  • JaderailJaderail Posts: 0
    edited December 1969

    That's really just render settings. We all see the same scale in the viewport, depending on monitoir size of course. I'm near blind, so mine is pretty big.

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    I have a question for those using DAZ Studio. I've read more than a few references while being a part of the forums for the last few years about having to turn on shadows for the lights. The most recent on the previous page. My question is, do the lights have shadows by default in D/S, or are they off? The last time I used D/S was version 1.x or something.


    I use Carrara, and shadows are on by default in both lights and the render room. The default shadows are a hard shadow. We can turn on rartraced soft shadows in the light's effects tab, but again, hard shadows are on by default. The hard shadows render fast, soft shadows a little longer. Way longer if you have a lot of alphas or trans-mapped objects in your scene.

  • Scott LivingstonScott Livingston Posts: 4,341
    edited December 1969

    @evilproducer: I'm using DS4(.5), and they're off by default. I tested all the standard types of lights, plus UberEnvironment2 Base, and they all had shadows off. Of course, if you're using a lighting preset rather than doing your lighting from scratch, whoever created the preset probably turned shadows on for at least one of the lights.

  • TeofaTeofa Posts: 823
    edited December 1969

    Any new lights I create are shadows off.. only the presets seem to have them.

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    That's interesting about the shadows. This isn't a dig, but when I see people new to DAZ Studio, the shadows- or lack of shadows- is usually the first thing I notice. Now I know why.

  • evilproducerevilproducer Posts: 9,050
    edited August 2012

    standfast said:
    The scale of what Evilproducer works with makes my eyes cross. Dunno how he does it. It is really impressive.


    It's all a matter of perspective. I see no reason why D/S or Poser couldn't do a scene that looks enormous in size. When I scale a scene where I contrast something large with something small, I think of how the old monster movie makers, such as Harryhausen did it. Lots of low angles, etc. They still do it. The Star Ship Enterprise was probably about four to six feet in length. Creative camera angles and clever motion tracking gave it size and weight. Now most of it's done in the computer, but the principal is the same.


    In Carrara there are three scene scales you can start with. The medium (human sized) scene would be in feet (if you're using USA measurements, or meters if you're using metrics). There is smaller scale scene with inches (or centimeters, depending on preferences), and a large scene that works in miles (or kilometers). It's mostly semantics. I could stick a terrain that was 5 virtual miles in a small scale scene and it would render fine. The main effect is how fast the camera moves through space, etc. There are scale issues though. If I bring Aiko3 (for instance) into a small scale scene, she'll look giant in the view port. Conversely, if I bring her into a large scale scene, she'll look microscopic.


    My preferred scene size is to start in medium. If I need to, I can change the scene scale on the fly for working with large terrains or clouds.


    ...And now back to your regularly scheduled DOF WIP Thread!

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    Post edited by evilproducer on
  • TeofaTeofa Posts: 823
    edited December 1969

    Oh, neat stuff, but by 'scale" I meant, um, magnitude? like setting a jillion scout troopers and at ats and rendering overnight :)
    I would have gone insane placing that many little guys.

  • JaderailJaderail Posts: 0
    edited August 2012

    standfast said:
    Oh, neat stuff, but by 'scale" I meant, um, magnitude? like setting a jillion scout troopers and at ats and rendering overnight :)
    I would have gone insane placing that many little guys.
    OH, that's all about time, for me. I can not speak for EP.

    EDIT: Carrara does have that replicate feature. I'm sure it helps with all that stuff.
    Post edited by Jaderail on
  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Just so y'all know, I'm not trying to be a spokesman for DAZ or Carrara! It's just what I use.


    If you look closely, you'll notice that there are only two poses. That's because there's only two scout troopers in the scene. Carrara Pro has what's called a replicator. Two actually. One is a surface replicator for trees, rocks, grass, anything you want (including grouped objects) can be replicated onto a terrain or even the surface of V4. The other replicates without the need of a surface. You can set parameters for each to randomize their positions and orientations.


    The advantage is that they're not real instances of the model being replicated. Since there are only two scouts, only two scout geometries, rigging, texture maps, etc. are loaded into the program. Saves a ton on system resources. They're kind of like opaque holograms. I could have loaded another scout and posed him a bit differently and added to the random variation, but I got lazy.

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Jaderail said:
    standfast said:
    Oh, neat stuff, but by 'scale" I meant, um, magnitude? like setting a jillion scout troopers and at ats and rendering overnight :)
    I would have gone insane placing that many little guys.
    OH, that's all about time, for me. I can not speak for EP.

    EDIT: Carrara does have that replicate feature. I'm sure it helps with all that stuff.


    I'm still trying to get rid of that one frickin' green box!

  • JaderailJaderail Posts: 0
    edited August 2012

    Jaderail said:
    standfast said:
    Oh, neat stuff, but by 'scale" I meant, um, magnitude? like setting a jillion scout troopers and at ats and rendering overnight :)
    I would have gone insane placing that many little guys.
    OH, that's all about time, for me. I can not speak for EP.

    EDIT: Carrara does have that replicate feature. I'm sure it helps with all that stuff.


    I'm still trying to get rid of that one frickin' green box!Just 14 to go, that's all. We do not care if you push DS or Carrara. We could all get and use them. It's cool with me that your into 3D, I don't give a Hoot who uses what. I'm studying Bryce right now.
    Post edited by Jaderail on
  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    standfast said:
    Oh, neat stuff, but by 'scale" I meant, um, magnitude? like setting a jillion scout troopers and at ats and rendering overnight :)
    I would have gone insane placing that many little guys.


    Magnitude, scale. Probably the same thing, just different names that mean essentially the same thing, 3D-wise.


    There's all sorts of things to do to get a large scale look with simple scene. I wish I could find the original scene file for this illustration of implied size. I used DOF and a low angle. There's the dinosaur, V4 (and wardrobe), a cube primitive, one volumetric cloud and eight pillars. Forget how many lights. Not a ton, but probably more than three or four. I also used a reddish/maroon background color and the lights were set to have a complimentary color.

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  • Scott LivingstonScott Livingston Posts: 4,341
    edited December 1969

    Just so y'all know, I'm not trying to be a spokesman for DAZ or Carrara! It's just what I use.


    If you look closely, you'll notice that there are only two poses. That's because there's only two scout troopers in the scene. Carrara Pro has what's called a replicator. Two actually. One is a surface replicator for trees, rocks, grass, anything you want (including grouped objects) can be replicated onto a terrain or even the surface of V4. The other replicates without the need of a surface. You can set parameters for each to randomize their positions and orientations.


    The advantage is that they're not real instances of the model being replicated. Since there are only two scouts, only two scout geometries, rigging, texture maps, etc. are loaded into the program. Saves a ton on system resources. They're kind of like opaque holograms. I could have loaded another scout and posed him a bit differently and added to the random variation, but I got lazy.


    I've heard DS4.5 has this feature, but I haven't tried it yet.

    Here's my latest. Progress, I think! I do see a number of little things wrong with it (mainly pokethrough and posing tweaks), but I'm happy with the overall look of it, and looking forward to adding the background elements. I'd appreciate any feedback, especially on the DOF, lighting, and general framing.

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  • evilproducerevilproducer Posts: 9,050
    edited August 2012

    Jaderail said:
    Jaderail said:
    standfast said:
    Oh, neat stuff, but by 'scale" I meant, um, magnitude? like setting a jillion scout troopers and at ats and rendering overnight :)
    I would have gone insane placing that many little guys.
    OH, that's all about time, for me. I can not speak for EP.

    EDIT: Carrara does have that replicate feature. I'm sure it helps with all that stuff.


    I'm still trying to get rid of that one frickin' green box!Just 14 to go, that's all. We do not care if you push DS or Carrara. We could all get and use them. It's cool with me that your into 3D, I don't give a Hoot who uses what. I'm studying Bryce right now.


    I DL'd Bryce recently. Hell, can't beat the price! I still haven't opened it yet. It's something I mean to do. I've read it can be used to make HDRIs. Something I've been wanting to try, but can't afford the photographic equipment to do practical ones.


    Good night all!

    Post edited by evilproducer on
  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Just so y'all know, I'm not trying to be a spokesman for DAZ or Carrara! It's just what I use.


    If you look closely, you'll notice that there are only two poses. That's because there's only two scout troopers in the scene. Carrara Pro has what's called a replicator. Two actually. One is a surface replicator for trees, rocks, grass, anything you want (including grouped objects) can be replicated onto a terrain or even the surface of V4. The other replicates without the need of a surface. You can set parameters for each to randomize their positions and orientations.


    The advantage is that they're not real instances of the model being replicated. Since there are only two scouts, only two scout geometries, rigging, texture maps, etc. are loaded into the program. Saves a ton on system resources. They're kind of like opaque holograms. I could have loaded another scout and posed him a bit differently and added to the random variation, but I got lazy.


    I've heard DS4.5 has this feature, but I haven't tried it yet.

    Here's my latest. Progress, I think! I do see a number of little things wrong with it (mainly pokethrough and posing tweaks), but I'm happy with the overall look of it, and looking forward to adding the background elements. I'd appreciate any feedback, especially on the DOF, lighting, and general framing.


    I like the lighting, the poses look very natural and casual. They have an at-ease look to them. The part I'm not quite sure about is the figure in the background in a classic T-Pose. I'm assuming it's supposed to be a statue? If so, perhaps a classic statuesque pose might help to suggest it a bit better. If it is a statue, then a simple low pedestal might also work to suggest what it is. Going by the architecture, it would be low and elegant. Maybe a foot high or less would work. A simple cream colored disk might do the trick..

  • JaderailJaderail Posts: 0
    edited December 1969

    @Scott-Livingston:What he said. I'm sure you have more planed. I think your on the right track, just keep going.

  • Scott LivingstonScott Livingston Posts: 4,341
    edited December 1969

    Just so y'all know, I'm not trying to be a spokesman for DAZ or Carrara! It's just what I use.


    If you look closely, you'll notice that there are only two poses. That's because there's only two scout troopers in the scene. Carrara Pro has what's called a replicator. Two actually. One is a surface replicator for trees, rocks, grass, anything you want (including grouped objects) can be replicated onto a terrain or even the surface of V4. The other replicates without the need of a surface. You can set parameters for each to randomize their positions and orientations.


    The advantage is that they're not real instances of the model being replicated. Since there are only two scouts, only two scout geometries, rigging, texture maps, etc. are loaded into the program. Saves a ton on system resources. They're kind of like opaque holograms. I could have loaded another scout and posed him a bit differently and added to the random variation, but I got lazy.


    I've heard DS4.5 has this feature, but I haven't tried it yet.

    Here's my latest. Progress, I think! I do see a number of little things wrong with it (mainly pokethrough and posing tweaks), but I'm happy with the overall look of it, and looking forward to adding the background elements. I'd appreciate any feedback, especially on the DOF, lighting, and general framing.


    I like the lighting, the poses look very natural and casual. They have an at-ease look to them. The part I'm not quite sure about is the figure in the background in a classic T-Pose. I'm assuming it's supposed to be a statue? If so, perhaps a classic statuesque pose might help to suggest it a bit better. If it is a statue, then a simple low pedestal might also work to suggest what it is. Going by the architecture, it would be low and elegant. Maybe a foot high or less would work. A simple cream colored disk might do the trick..

    Oh, that's just a stand-in to see what the DOF is doing...I will have a Genesis figure or several back there, but they won't be untextured or in a T-pose. I do need to find or make some kind of pedestal, though. Thanks for your comments.

  • IlenaIlena Posts: 283
    edited December 1969

    Sasje said:
    Another one :)

    I like that one very much... but I might be biased since I love tomb raider.

  • TeofaTeofa Posts: 823
    edited December 1969

    Well, I've never worked with depth of field before, so this was something completely new to me. I had to seriously wrack my brain for this one. I think I'm going to call it 'A Good Book' or maybe 'Flight of Fancy'. I was basically trying to capture my reader's mind drifting off into the world of her romance novel.

    I'm not sure if I'm done with it yet so any constructive critisism would be greatly appreciated :D

    I meant to comment before, this pose is so good.

  • TeofaTeofa Posts: 823
    edited August 2012

    Not a new wip, but more of a "lessons learned" render, I hope. I tend to like small vignettes, working on bigger scenes has been helpful, so has a lot of this thread. Thanks :)

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    Post edited by Teofa on
  • SasjeSasje Posts: 835
    edited December 1969

    Ilena52 said:
    Sasje said:
    Another one :)

    I like that one very much... but I might be biased since I love tomb raider.
    Thank you :)

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Nice stuff everybody!

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    standfast said:
    Not a new wip, but more of a "lessons learned" render, I hope. I tend to like small vignettes, working on bigger scenes has been helpful, so has a lot of this thread. Thanks :)


    Nice so far. I think I have that set. I may have to try something with it!

  • TeofaTeofa Posts: 823
    edited December 1969

    standfast said:
    Not a new wip, but more of a "lessons learned" render, I hope. I tend to like small vignettes, working on bigger scenes has been helpful, so has a lot of this thread. Thanks :)


    Nice so far. I think I have that set. I may have to try something with it!

    It is the freebie tutorial scene included in DAZ 4 Pro. "Ready to Render - Dragon Slayer" in products.

  • clarke_af31e2e15dclarke_af31e2e15d Posts: 21
    edited December 1969

    standfast said:
    first thing I see on your portrait is not so much the shoulder.. but lack of shadow under the hair on her left cheek/ neck.
    With shadows turned on that image became something of a mess...I'm guessing Daz has them off by default to make the app more newbie-friendly.


    Put in in an environment, work on DoF with your portrait against that environment, and enter :).


    This turned out to be great advice! Had a lot of fun doing these last night. The interface on the DoF feature is fantastic...very intuitive (it may be the same as other 3D apps, for all I know, but I'm impressed).

    Two versions of the same set up done at different "focal lengths"...would love any input anyone has.

    Thanks!

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  • TeofaTeofa Posts: 823
    edited August 2012

    Wow Clarke, I love the set. Perfect for DOF on a portrait. You have foreground and background.. very nice. DOF, to my eyes, is already nice. I wouldnt tweak it much at all.

    Hopefully someone has better input on shadows.. I generally run them on one light, too much to worry about for me. did you try softening shadow? The shadow coming from 1 o'clock.. pretty hard on her chest. But I dont know the effect you are looking for. overall I think the shadow issue is coming from the hair not shadowing... you get a neck shadow and thats it.

    I like both images, but the first better.

    Im not very good at advice. Im a luckie newbie who has happy accidents I think.


    Oh and one more bit.. might effect your composition, it did mine somewhat. from the rules.

    "5. Keep the size of your image to 800 x 800 Max for easier viewing. If you feel your composition would be better served in a wide format or one that is high, please feel free to use any proportion you like up to those numbers. (Example: 800 x 600 or 600x800 etc just be sure not to let any dimension go beyond 800)"

    Post edited by Teofa on
  • SasjeSasje Posts: 835
    edited August 2012

    clarke This is lovely :)
    Maybe if it is possible a little bit more blur in the back and focus on her.

    Post edited by Sasje on
  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Very nice clarke. To help with the portrait lighting I learned a little trick. Try parenting or aligning a spot light with the render camera pointed at the model. Set the brightness to 50% or less. The color should be nuetral, and the spread on the light should be wide. You might want to also shorten the range of the light so that you don't cast shadows on you background object. The next thing to do would be to increase the brightness of the lights coming in from the right and left. If you're at 100% then try 125%. These are only suggestions. Use what's useful to you and leave the rest. Each scene is different so there are no hard and fast rules.

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