October 2015 New User Contest (WIP-THREAD)

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Comments

  • MBAIRDMBAIRD Posts: 22

    icecrmn, Fair question. it really goes to workflow and ti becomes foar more useful in animations than in still rendering. I am looking at all these tools for use in my short films so i am way more conserned with how they work for moving shots. What I have picked up from looking at how the pros do this in movies is that they do multiple passes in the three D software and then put them together in the compositing engine. Why? Several factors. the most obvious of which is time. Working in Daz only, if you make a change, drastic or subtle, then you have to wait for the render engine to re calculate everything, not just the change you made and show you the new image, then you decide if you like it, then you make another change.... etc. The way the pros seem to do it is that they run multiple passes in the render engine, one for surfaces, one for specular, one for transparancy, etc etc. they also do the 'world coordinate pass" which basicly assignes each point in the image a color based on it's position in3d space. the x axis is mapped to the red channel, the Y is maped to green and the Z is mapped to Blue. if you do a 32 bit floating point image that gives you a lot of precision and by looking at the color of a single pixel the compositor knows exactly where that point is in 3d space. THen they put everything back together in a compostining engine where changes can be seen in real time. SO, with the world coordinate info you can re light a particular surface on a moving shot without effecting other surfaces and without haveing to track the shot or go back to your 3d software to make the change and you can do it, often, in faster then real time. In the example I gave, I could adjust the paramiters of the fog in real time and see the results in real time. the fog falls effect builds as it moves further and further away from the camera, just like in real life, and the compositing engine knows ecactly where each building face is. In thirty seconds I saw more looks then I could render in DAZ in a day.

    I have probably explained it poorly. here is a tutorial that explains it better and gives an example of how to use it. 

    the software demoed is now free from Black Magic Design (Fusion) if you want to pick it up and play around with it.

     

    MB

  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,188
    edited October 2015
    DollyGirl said:
    TreeDee said:
    Added a node-instance of the teminator, which I placed in the lab's office, and moved the origional terminator closer to the end of the landing and turned it's head in the general direction of the hero.

    In reguards to the hero, I gave him some hair, and a HUD.  I also turned his head in the direction of the terminator above him on the landing and tried to convey his thoughts on his situation.

    I also made changes to the lighting.

     

     

    Much improvement, Shinji Ikari 9th, as Sonja11 points out the image with the new textures and softer light is better balanced. I would go in and soften the specularity on the suit just a tench to help soften the transition between the high light and suit color. That will kind of play more on the dusky atmosphere a bit more and makes the viewer think the dust is in front of the hero as well. You can do that by making the glossiness a smaller number not much maybe 1 percent and see how that looks.

    I'm using Iray for this, so I still don't know my way around the surface labels.  I tried to adjust the 'top coat glossiness' and got this.

    edit-thanks for the feadback.

    oct2015h.jpg
    533 x 864 - 259K
    Post edited by Shinji Ikari 9th on
  • IceCrMnIceCrMn Posts: 2,130
    MBAIRD said:

    icecrmn, Fair question. it really goes to workflow and ti becomes foar more useful in animations than in still rendering. I am looking at all these tools for use in my short films so i am way more conserned with how they work for moving shots. What I have picked up from looking at how the pros do this in movies is that they do multiple passes in the three D software and then put them together in the compositing engine. Why? Several factors. the most obvious of which is time. Working in Daz only, if you make a change, drastic or subtle, then you have to wait for the render engine to re calculate everything, not just the change you made and show you the new image, then you decide if you like it, then you make another change.... etc. The way the pros seem to do it is that they run multiple passes in the render engine, one for surfaces, one for specular, one for transparancy, etc etc. they also do the 'world coordinate pass" which basicly assignes each point in the image a color based on it's position in3d space. the x axis is mapped to the red channel, the Y is maped to green and the Z is mapped to Blue. if you do a 32 bit floating point image that gives you a lot of precision and by looking at the color of a single pixel the compositor knows exactly where that point is in 3d space. THen they put everything back together in a compostining engine where changes can be seen in real time. SO, with the world coordinate info you can re light a particular surface on a moving shot without effecting other surfaces and without haveing to track the shot or go back to your 3d software to make the change and you can do it, often, in faster then real time. In the example I gave, I could adjust the paramiters of the fog in real time and see the results in real time. the fog falls effect builds as it moves further and further away from the camera, just like in real life, and the compositing engine knows ecactly where each building face is. In thirty seconds I saw more looks then I could render in DAZ in a day.

    I have probably explained it poorly. here is a tutorial that explains it better and gives an example of how to use it. 

    the software demoed is now free from Black Magic Design (Fusion) if you want to pick it up and play around with it.

     

    MB

    Ok, that makes sense..Thank you :)

  • IceCrMnIceCrMn Posts: 2,130
    DollyGirl said:
    TreeDee said:
    Added a node-instance of the teminator, which I placed in the lab's office, and moved the origional terminator closer to the end of the landing and turned it's head in the general direction of the hero.

    In reguards to the hero, I gave him some hair, and a HUD.  I also turned his head in the direction of the terminator above him on the landing and tried to convey his thoughts on his situation.

    I also made changes to the lighting.

     

     

    Much improvement, Shinji Ikari 9th, as Sonja11 points out the image with the new textures and softer light is better balanced. I would go in and soften the specularity on the suit just a tench to help soften the transition between the high light and suit color. That will kind of play more on the dusky atmosphere a bit more and makes the viewer think the dust is in front of the hero as well. You can do that by making the glossiness a smaller number not much maybe 1 percent and see how that looks.

    I'm using Iray for this, so I still don't know my way around the surface labels.  I tried to adjust the 'top coat glossiness' and got this.

    edit-thanks for the feadback.

    I think what she was talking about was the actual color of the glossy shine.Most of the time it's default to absolute white  (255 255 255). I had a hard time with this myself until I found this page :)

    http://docs.cryengine.com/display/SDKDOC2/Physically+Based+Shading

    at the bottom is a chart that shows what color to put in for the glossy color for a few common items.

  • DollyGirlDollyGirl Posts: 2,656

    Okay, so I've been working my entry.  I think it is beginning to look more like the picture in my head. DollyGirl, I tried putting my image through all of Gimp's auto correcting filters and didn't like any of the outcomes better.  I may not be finding the same type of filter as you have in your program.  A more detailed description might help me figure out exactly what you are talking about when you say "an adjust lighting pass".  Anyway, I think I have made some improvements, at least I like the results better.  So, I have three pictures to upload: my original (for comparison), my current render, and my current render with minimal post (my Gimp skills are somewhat lacking).  Thanks, DollyGirl for the heads up on the Rule of Threes grid in Studio.  I had no idea it was there.  It came in very handy. 

    Here are some things I changed.  Using the grid, I adjusted his head tilt to follow to fall in line with the grid more,  I think it made a big difference to the pose.  I found the cane and managed to import it (another first for me), I didn't like the textures after hitting it with the IrayUber shader so I replaced the shaders with Iray gold for the handle and a nice wood grain. I would usually have gone with silver, but, you know, Vampires don't usually do silver.  I fixed his snarl with more snarl in the lip so he actually looks vicious instead of just surprised and added a little more squint to his eyes.  I made some slight adjustments to his skin settings so no more plastic looking skin.  At least, I hope I accomplished that.  I added a cube primitive ala Sickleyield's video tutorial.  She is my hero!  What a difference that made.  I added a light to the background because I wanted to lighten the background up without putting too much light on my character as I wanted him more in the shadows.  I'm not sure if that works or if it is too much.  Finally, in the third picture, I went into Gimp and tried adding a slight layer of fog to sort of blend in with the fog in the cube so I didn't just have a layer of fog in the background that was perfectly squared off and brought just a little bit into the foreground.  Again, I'm not so thrilled with my Gimp skills, still learning those, as well.

    I would really appreciate some feedback.  I like my current render.  I'm not quite so sure about the postwork image.  I may have to play around with Ron's Fog brushes a little more.

     

    Your welcome KnittingMommy. I see improvement. It is this kind of attention to detail that will seperate an okay render from a good one. So as to the filter I used. I am using PaintShop Pro and the filter, One Step Photo Fix, is a brightness and contrast filter for photographs. It rebalances this set of parameters to get better separation between background and foreground.

    One of the mistakes I see beginners, and not so beginners, do is confuse wanting their character to be "in the shadows" and attempting this effect by keeping the overall lighting scheme at low intensity and not using other lighting options. The result is a dark image that does not tell the story very well. The whole focus of the image can barely be seen. I see that happening with image. The adjustments made with the background lighting provide improvement but I think that lighting on the focus, or reason for the image is still lacking. I would play around with a spot light on his face. Since you are using Iray and not 3Delight I don't think you have the control to just make the spot light act on difuse only so it may take some time and research to figure out what to do. (I have not even started to play with Iray) You might even have to add a difuser to your scene to soften the spot. The spot should have a narrow cast area to light up his face and eyes more but not to disturb the blackness of your ambient light shadows. You might even be able to use the staff top to justify the increased lightness in this area. Here  is a Google search on night scenes. Study what the light is doing. How are the photographers and directors using lights to create their scenes. A totally dark scene is not interesting. An image that has no focus or it's focus is empty is not going to grip and hold one's interest. And focus is driven by the light.

  • DollyGirlDollyGirl Posts: 2,656

     

    I'm using Iray for this, so I still don't know my way around the surface labels.  I tried to adjust the 'top coat glossiness' and got this.

    edit-thanks for the feadback.

    Perfect, Shinji Ikari 9th and your welcome. Icecrmn is correct and I thank him for the nice link. Yes sometimes I throw terms around and don't remember that you have to learn what they are first to really be able to control them. You did good. Changing that parameter did exactly what I was trying to tell you about.

  • IceDragonArtIceDragonArt Posts: 12,548
    icecrmn said:
    Sonja11 said:

    Added a node-instance of the teminator, which I placed in the lab's office, and moved the origional terminator closer to the end of the landing and turned it's head in the general direction of the hero.

    In reguards to the hero, I gave him some hair, and a HUD.  I also turned his head in the direction of the terminator above him on the landing and tried to convey his thoughts on his situation.

    I also made changes to the lighting.

     

     

    The terminators look really cool in these now. I got a chill looking at those spooky eye! I honestly am not qualified to give any advice but I am liking it better with the changes.  The only thing that really stuck out to me is that half of him is brightly lit and half of him is not. Which pulls my eye directly to the bright spot on his face. 

    Thanks for your feadback sonja11.  The light on the hero is being cast through a window, resulting in the play of light and shadows on him.

    I've made some adjustments to the textures on the teminators, and the hero's HUD and armor.

    I like this one :)

    The terminators look pretty evil in that lighting.

     

    I've been working on mine as well.

    on this one I tried to use DOF in addition to the SSS cube that made the "haze".It took for ever to render LOL ,, I actually stopped it early, I sorta liked the way it looked as it was.,,,,anyway,,here is what I got so far.

    I miss the guy in the window in this one.  But I haven't gone through the whole thread yet just catching up.

     

  • IceDragonArtIceDragonArt Posts: 12,548

    Okay, so I've been working my entry.  I think it is beginning to look more like the picture in my head. DollyGirl, I tried putting my image through all of Gimp's auto correcting filters and didn't like any of the outcomes better.  I may not be finding the same type of filter as you have in your program.  A more detailed description might help me figure out exactly what you are talking about when you say "an adjust lighting pass".  Anyway, I think I have made some improvements, at least I like the results better.  So, I have three pictures to upload: my original (for comparison), my current render, and my current render with minimal post (my Gimp skills are somewhat lacking).  Thanks, DollyGirl for the heads up on the Rule of Threes grid in Studio.  I had no idea it was there.  It came in very handy. 

    Here are some things I changed.  Using the grid, I adjusted his head tilt to follow to fall in line with the grid more,  I think it made a big difference to the pose.  I found the cane and managed to import it (another first for me), I didn't like the textures after hitting it with the IrayUber shader so I replaced the shaders with Iray gold for the handle and a nice wood grain. I would usually have gone with silver, but, you know, Vampires don't usually do silver.  I fixed his snarl with more snarl in the lip so he actually looks vicious instead of just surprised and added a little more squint to his eyes.  I made some slight adjustments to his skin settings so no more plastic looking skin.  At least, I hope I accomplished that.  I added a cube primitive ala Sickleyield's video tutorial.  She is my hero!  What a difference that made.  I added a light to the background because I wanted to lighten the background up without putting too much light on my character as I wanted him more in the shadows.  I'm not sure if that works or if it is too much.  Finally, in the third picture, I went into Gimp and tried adding a slight layer of fog to sort of blend in with the fog in the cube so I didn't just have a layer of fog in the background that was perfectly squared off and brought just a little bit into the foreground.  Again, I'm not so thrilled with my Gimp skills, still learning those, as well.

    I would really appreciate some feedback.  I like my current render.  I'm not quite so sure about the postwork image.  I may have to play around with Ron's Fog brushes a little more.

    Sonja11 - I really like the latest version of your render.  Nice caustic lighting on the water and the jellyfish is a definite improvement without all of that pink hitting the ocean floor.

    Sinji - I liked what you did in the second picture, Oct2015f, then when you changed the lighting slightly in Oct2015g, wow, that worked much better.  I like that you kept it dark enough that the red eyes are glowing and that light hitting the second terminator was much better. I think taking some of the focus off of your soldier and more onto the 'threat' really makes the render more dynamic.

    Icecrmn -  I think I agree with whoever said the light coming from the window is too bright for a night scene.  If she is going to hold a candle, the room needs to be darker.  I like the pose idea that DollyGirl posted, but if you use it, I would bend the elbow of the arm holding the candle.  No one is going to hold a candle with their arm perfectly straight out like that.  Even when a person holds out their arm straight, there is still a tendency to keep a slight bend in the elbow.

    Is the tiip of his staff glowing?  If it is maybe to a tiny bit brighter on the staff tip to make it stand out a tiny bit more from the lights in the background.

     

  • IceDragonArtIceDragonArt Posts: 12,548

    After a few tips from DollyGirl,

     

    This is really cool!

  • IceDragonArtIceDragonArt Posts: 12,548
    icecrmn said:

    right on laugh

     

    I'm working out my lights,,I think ,,,here's a screen shot of what I got going on..I'm having some trouble getting the "sun" pointed where I want it.I tried the sun-dial, which became an exercise in futility lol :)

    I'll keep fidling with it until I get something :)

    I like the lighting.  Still miss the creepy guy in the window lol.  but as far as atmosphere I think this is much closer to what you wanted to convey

     

  • IceDragonArtIceDragonArt Posts: 12,548

     

     

    Sonja11 - I really like the latest version of your render.  Nice caustic lighting on the water and the jellyfish is a definite improvement without all of that pink hitting the ocean floor.

    Thank you.  I still need to do the bubbles and tweek a thing or two. But won't really have the time or energy to work on it until Friday.  full load at work today and tomorrow.

  • Kismet2012Kismet2012 Posts: 4,252
    DollyGirl said:

    Okay, so I've been working my entry.  I think it is beginning to look more like the picture in my head. DollyGirl, I tried putting my image through all of Gimp's auto correcting filters and didn't like any of the outcomes better.  I may not be finding the same type of filter as you have in your program.  A more detailed description might help me figure out exactly what you are talking about when you say "an adjust lighting pass".  Anyway, I think I have made some improvements, at least I like the results better.  So, I have three pictures to upload: my original (for comparison), my current render, and my current render with minimal post (my Gimp skills are somewhat lacking).  Thanks, DollyGirl for the heads up on the Rule of Threes grid in Studio.  I had no idea it was there.  It came in very handy. 

    Here are some things I changed.  Using the grid, I adjusted his head tilt to follow to fall in line with the grid more,  I think it made a big difference to the pose.  I found the cane and managed to import it (another first for me), I didn't like the textures after hitting it with the IrayUber shader so I replaced the shaders with Iray gold for the handle and a nice wood grain. I would usually have gone with silver, but, you know, Vampires don't usually do silver.  I fixed his snarl with more snarl in the lip so he actually looks vicious instead of just surprised and added a little more squint to his eyes.  I made some slight adjustments to his skin settings so no more plastic looking skin.  At least, I hope I accomplished that.  I added a cube primitive ala Sickleyield's video tutorial.  She is my hero!  What a difference that made.  I added a light to the background because I wanted to lighten the background up without putting too much light on my character as I wanted him more in the shadows.  I'm not sure if that works or if it is too much.  Finally, in the third picture, I went into Gimp and tried adding a slight layer of fog to sort of blend in with the fog in the cube so I didn't just have a layer of fog in the background that was perfectly squared off and brought just a little bit into the foreground.  Again, I'm not so thrilled with my Gimp skills, still learning those, as well.

    I would really appreciate some feedback.  I like my current render.  I'm not quite so sure about the postwork image.  I may have to play around with Ron's Fog brushes a little more.

     

    Your welcome KnittingMommy. I see improvement. It is this kind of attention to detail that will seperate an okay render from a good one. So as to the filter I used. I am using PaintShop Pro and the filter, One Step Photo Fix, is a brightness and contrast filter for photographs. It rebalances this set of parameters to get better separation between background and foreground.

    One of the mistakes I see beginners, and not so beginners, do is confuse wanting their character to be "in the shadows" and attempting this effect by keeping the overall lighting scheme at low intensity and not using other lighting options. The result is a dark image that does not tell the story very well. The whole focus of the image can barely be seen. I see that happening with image. The adjustments made with the background lighting provide improvement but I think that lighting on the focus, or reason for the image is still lacking. I would play around with a spot light on his face. Since you are using Iray and not 3Delight I don't think you have the control to just make the spot light act on difuse only so it may take some time and research to figure out what to do. (I have not even started to play with Iray) You might even have to add a difuser to your scene to soften the spot. The spot should have a narrow cast area to light up his face and eyes more but not to disturb the blackness of your ambient light shadows. You might even be able to use the staff top to justify the increased lightness in this area. Here  is a Google search on night scenes. Study what the light is doing. How are the photographers and directors using lights to create their scenes. A totally dark scene is not interesting. An image that has no focus or it's focus is empty is not going to grip and hold one's interest. And focus is driven by the light.

    Hi Knittingmommy

     

    I like the change in his pose.  Works much better.

     

    I am not much of a postworker either but one suggestion I have for you is to use layers...lots and lots of layers.  It will give you more control.  You can then change the opacity of each individual layer, hide/remove a layer, and just generally play around until you get something you like.  It will help to create an impression of depth to have areas of fog that are lighter and thicker then others. 

  • DollyGirl said:

     

    I'm using Iray for this, so I still don't know my way around the surface labels.  I tried to adjust the 'top coat glossiness' and got this.

    edit-thanks for the feadback.

    Perfect, Shinji Ikari 9th and your welcome. Icecrmn is correct and I thank him for the nice link. Yes sometimes I throw terms around and don't remember that you have to learn what they are first to really be able to control them. You did good. Changing that parameter did exactly what I was trying to tell you about.

    Before I saw your latest feadback I changed the texture of his armor DollyGirl.  It's saved as a new file if you think that the previous version is better.

    oct2015i.jpg
    533 x 864 - 260K
  • Hi Knittingmommy

     

    I like the change in his pose.  Works much better.

     

    I am not much of a postworker either but one suggestion I have for you is to use layers...lots and lots of layers.  It will give you more control.  You can then change the opacity of each individual layer, hide/remove a layer, and just generally play around until you get something you like.  It will help to create an impression of depth to have areas of fog that are lighter and thicker then others. 

    I think it works much better, too.  It is amazing how much just a little change in a pose can totally change the attitude of the character.  It's funny you should mention postwork and layers.  I just learned how to do layers.  For the longest time, I couldn't figure out how to all of the layers to stack so that all of the layers were visible.  Now that I know how to do that one small feat, I feel like an idiot when I realize how simple it actually is to do.

    I have two pictures to upload tonight.  First, I rerendered my scene with the AtmoCam for Iray to see if I like it any better than the cube version of the fog.  Since I have it, I figure I might as well use it.  The fog is very different than using the cube.  It plays with my lighting differently.  At the moment, I don't know if that is a good thing or a bad thing.  I may have to play with the parameters of the cube more to see which I like better.  I think both ways may have their merits, but I'm still too green to be able to tell someone what those might be.

    The second picture is my render with postwork done in Gimp while playing with all those available layers now that I know how to use them.  That doesn't mean I know how to use all of the layer parameters well, though.  Just messing around and I have to say that the two pictures are dramatically different.  I'm actually astonished at the difference when viewed side by side.  Tell me what you think.  I'm open for any comments, good or bad.

    VampireInLondonAtmoIrayCam.jpg
    600 x 971 - 290K
    VampireInLondonAtmoIrayCamTestwithManyLayers.jpg
    600 x 971 - 415K
  • DollyGirlDollyGirl Posts: 2,656

     

     

    I am not much of a postworker either but one suggestion I have for you is to use layers...lots and lots of layers.  It will give you more control.  You can then change the opacity of each individual layer, hide/remove a layer, and just generally play around until you get something you like.  It will help to create an impression of depth to have areas of fog that are lighter and thicker then others. 

    I forgot to tell you on your post work, one of the main tools artists use is the Gausian Blur filter. This will soften the edges. So you do what Kismett says to do but after you are done painting the layer apply the blur filter. Keep adding layers and applying the blur until you have the density you want. For an example are the two images attached. I was heavy handed with the brush which was a cloud in the first image and in the second image I added the blur with a radius of 45. It is too bright and I should have used a darker grey with the brush but it does illustrate what using a brush and then applying the blur will do for you.

    firstlayer-noblur.jpg
    600 x 971 - 75K
    firstlayer-blur.jpg
    600 x 971 - 62K
  • DollyGirlDollyGirl Posts: 2,656
    DollyGirl said:

     

    I'm using Iray for this, so I still don't know my way around the surface labels.  I tried to adjust the 'top coat glossiness' and got this.

    edit-thanks for the feadback.

    Perfect, Shinji Ikari 9th and your welcome. Icecrmn is correct and I thank him for the nice link. Yes sometimes I throw terms around and don't remember that you have to learn what they are first to really be able to control them. You did good. Changing that parameter did exactly what I was trying to tell you about.

    Before I saw your latest feadback I changed the texture of his armor DollyGirl.  It's saved as a new file if you think that the previous version is better.

    Both are good Shinji. It was the harsh edge of the highlights that I was trying to point out. In both cases you have corrected the issue. Carry on. You are doing good.

  • DollyGirlDollyGirl Posts: 2,656

    Hi Knittingmommy

     

    I like the change in his pose.  Works much better.

     

    I am not much of a postworker either but one suggestion I have for you is to use layers...lots and lots of layers.  It will give you more control.  You can then change the opacity of each individual layer, hide/remove a layer, and just generally play around until you get something you like.  It will help to create an impression of depth to have areas of fog that are lighter and thicker then others. 

    I think it works much better, too.  It is amazing how much just a little change in a pose can totally change the attitude of the character.  It's funny you should mention postwork and layers.  I just learned how to do layers.  For the longest time, I couldn't figure out how to all of the layers to stack so that all of the layers were visible.  Now that I know how to do that one small feat, I feel like an idiot when I realize how simple it actually is to do.

    I have two pictures to upload tonight.  First, I rerendered my scene with the AtmoCam for Iray to see if I like it any better than the cube version of the fog.  Since I have it, I figure I might as well use it.  The fog is very different than using the cube.  It plays with my lighting differently.  At the moment, I don't know if that is a good thing or a bad thing.  I may have to play with the parameters of the cube more to see which I like better.  I think both ways may have their merits, but I'm still too green to be able to tell someone what those might be.

    The second picture is my render with postwork done in Gimp while playing with all those available layers now that I know how to use them.  That doesn't mean I know how to use all of the layer parameters well, though.  Just messing around and I have to say that the two pictures are dramatically different.  I'm actually astonished at the difference when viewed side by side.  Tell me what you think.  I'm open for any comments, good or bad.

    I like your second version the best. It brings out his eyes and face better. I think if you can find that Gausian Blur function in Gimp that you will be pleased with how it helps you with your fog.

  • Kismet2012Kismet2012 Posts: 4,252
    DollyGirl said:

    Hi Knittingmommy

     

    I like the change in his pose.  Works much better.

     

    I am not much of a postworker either but one suggestion I have for you is to use layers...lots and lots of layers.  It will give you more control.  You can then change the opacity of each individual layer, hide/remove a layer, and just generally play around until you get something you like.  It will help to create an impression of depth to have areas of fog that are lighter and thicker then others. 

    I think it works much better, too.  It is amazing how much just a little change in a pose can totally change the attitude of the character.  It's funny you should mention postwork and layers.  I just learned how to do layers.  For the longest time, I couldn't figure out how to all of the layers to stack so that all of the layers were visible.  Now that I know how to do that one small feat, I feel like an idiot when I realize how simple it actually is to do.

    I have two pictures to upload tonight.  First, I rerendered my scene with the AtmoCam for Iray to see if I like it any better than the cube version of the fog.  Since I have it, I figure I might as well use it.  The fog is very different than using the cube.  It plays with my lighting differently.  At the moment, I don't know if that is a good thing or a bad thing.  I may have to play with the parameters of the cube more to see which I like better.  I think both ways may have their merits, but I'm still too green to be able to tell someone what those might be.

    The second picture is my render with postwork done in Gimp while playing with all those available layers now that I know how to use them.  That doesn't mean I know how to use all of the layer parameters well, though.  Just messing around and I have to say that the two pictures are dramatically different.  I'm actually astonished at the difference when viewed side by side.  Tell me what you think.  I'm open for any comments, good or bad.

    I like your second version the best. It brings out his eyes and face better. I think if you can find that Gausian Blur function in Gimp that you will be pleased with how it helps you with your fog.

    I agree with DollyGirl.

     

    To find the Gausian Blur in Gimp:  Filters > Blur > Gausian Blur

    A popup box will appear.  Just adjust the numbers until you get something you like.  You can go back to a layer and readjust the blur if you forget while applying your fog.

     

  • KA1KA1 Posts: 1,012
    Hey all, some great looking renders coming along this month already! Have to admit, I've been struggling for inspiration on this one until yesterday, though the test render I'm doing now was at 3% converged at 7hrs this morning! Hopefully tonight it will tonight give me an idea of how it's panning out so I can add some finishing touches to get the first full scene test rendering !
  • LinwellyLinwelly Posts: 5,956

    Ahhh, I forgot to mark this thread and now wondered why there is nothing new on October wip.... well there is a lot, trying to catch up now. Luckily DollyGirl has taken good care of you.

  • KnittingmommyKnittingmommy Posts: 8,191
    edited October 2015

    Okay, I found the Gausian Blur.  Thanks, Kismet, it was right where you said it was.  So, I played with it a little.  Here are the two postworked renders showing before and after blur.  Tell me what you think.  Too whispy? Not whispy enough? Too distracting?

    Edit: Added a third postwork pic.  This one I went in and lightened up his face just a little and then I went and used smudge to get rid of any hard lines in the fog and light layers.  I think this might be my final postwork pic.  Could be the final entry.  I'm still playing with getting the same effects in Daz without postwork, but I'm no where near close yet.

    VampireInLondonAtmoIrayCamTestwithManyLayers.jpg
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    VampireInLondonAtmoIrayCamLayersWithBlur2.jpg
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    VampireInLondonAtmoIrayCamLightnedandSmudged3.jpg
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    Post edited by Knittingmommy on
  • I have a question.  Is it better to render at a higher quality than you need and scale the final render down to the size you want?  Or, is it better to render at the final size you want?  I don't know if one way is better than another or if either way makes a difference.  Just curious.

  • IceCrMnIceCrMn Posts: 2,130

    I have a question.  Is it better to render at a higher quality than you need and scale the final render down to the size you want?  Or, is it better to render at the final size you want?  I don't know if one way is better than another or if either way makes a difference.  Just curious.

    I think that is called manual downsampling, where you render at 2x-4x the size you want, then scale it down to the size you do want.I'm not sure if the quality is better, but I've been told it is :)

    I can't see the difference myself honestly.

  • Thank you icermn and Sonja11, I already learned alot with this challenge. 

  • Kismet2012Kismet2012 Posts: 4,252

    I have a question.  Is it better to render at a higher quality than you need and scale the final render down to the size you want?  Or, is it better to render at the final size you want?  I don't know if one way is better than another or if either way makes a difference.  Just curious.

    I always render at the size I want.  I haven't tried rendering at a larger size then scale down but I have heard it can make a difference in a render with some noise.  I believe you need to render atleast twice the size you want the final render image.

  • TreeDeeTreeDee Posts: 70
    DollyGirl said:

    With regards to your question about SSS Direction, Sickleyield indicates that: "Adding a higher SSS amount will make your atmosphere more dusty.  I used an incorrect value of SSS direction at first. According to DAZ's docs, "Negative numbers (-) backscatter to the direction of the light source. Positive numbers (+) forward scatter away from the direction of the light."" So depending on your settings for density of the dust prop and the amount of light you have in the scene you will see different results. But what she is saying is that for "real" type rendering you follow the rule of thumb. Bottom line though you are the artist and it is what you see and feel looks good that counts.

    Thanks DollyGirl. I'm doing a render using reality and I thought that the reason I was getting a strange reflection light was due to the direction so I've played with this a bit to see if I can see a difference (with no luck). However, in the Reality manual I found the following which helped explain the direction thing a bit better also:

    "Set at zero (0) will cause the light to be scattered equally in all directions. Set to a positive value will cause the light to be scattered forward, relative to the direction of the light. Set to a negative value causes the light to scatter in the opposing direction of the light source, similarly to what happens when one uses the car high-beams wheel driving inside fog."

    I'm at a lose as to why I'm getting this reflection type effect on the face and arms etc (see attached). Has anyone any idea how to fix this... rendering is in Reality 4.1 (which I'm trying to learn). I will try it in iRay also to see if the same thing happens.

    R4-Bath-ErrorSample.jpg
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  • IceCrMnIceCrMn Posts: 2,130
    edited October 2015
    TreeDee said:
    DollyGirl said:

    With regards to your question about SSS Direction, Sickleyield indicates that: "Adding a higher SSS amount will make your atmosphere more dusty.  I used an incorrect value of SSS direction at first. According to DAZ's docs, "Negative numbers (-) backscatter to the direction of the light source. Positive numbers (+) forward scatter away from the direction of the light."" So depending on your settings for density of the dust prop and the amount of light you have in the scene you will see different results. But what she is saying is that for "real" type rendering you follow the rule of thumb. Bottom line though you are the artist and it is what you see and feel looks good that counts.

    Thanks DollyGirl. I'm doing a render using reality and I thought that the reason I was getting a strange reflection light was due to the direction so I've played with this a bit to see if I can see a difference (with no luck). However, in the Reality manual I found the following which helped explain the direction thing a bit better also:

    "Set at zero (0) will cause the light to be scattered equally in all directions. Set to a positive value will cause the light to be scattered forward, relative to the direction of the light. Set to a negative value causes the light to scatter in the opposing direction of the light source, similarly to what happens when one uses the car high-beams wheel driving inside fog."

    I'm at a lose as to why I'm getting this reflection type effect on the face and arms etc (see attached). Has anyone any idea how to fix this... rendering is in Reality 4.1 (which I'm trying to learn). I will try it in iRay also to see if the same thing happens.

    Thats normally from the SSS settings.I turn that off when I use reality.

    Great render btw :) love the ruber ducky

    Post edited by IceCrMn on
  • DollyGirlDollyGirl Posts: 2,656
    TreeDee said:
    DollyGirl said:

    With regards to your question about SSS Direction, Sickleyield indicates that: "Adding a higher SSS amount will make your atmosphere more dusty.  I used an incorrect value of SSS direction at first. According to DAZ's docs, "Negative numbers (-) backscatter to the direction of the light source. Positive numbers (+) forward scatter away from the direction of the light."" So depending on your settings for density of the dust prop and the amount of light you have in the scene you will see different results. But what she is saying is that for "real" type rendering you follow the rule of thumb. Bottom line though you are the artist and it is what you see and feel looks good that counts.

    Thanks DollyGirl. I'm doing a render using reality and I thought that the reason I was getting a strange reflection light was due to the direction so I've played with this a bit to see if I can see a difference (with no luck). However, in the Reality manual I found the following which helped explain the direction thing a bit better also:

    "Set at zero (0) will cause the light to be scattered equally in all directions. Set to a positive value will cause the light to be scattered forward, relative to the direction of the light. Set to a negative value causes the light to scatter in the opposing direction of the light source, similarly to what happens when one uses the car high-beams wheel driving inside fog."

    I'm at a lose as to why I'm getting this reflection type effect on the face and arms etc (see attached). Has anyone any idea how to fix this... rendering is in Reality 4.1 (which I'm trying to learn). I will try it in iRay also to see if the same thing happens.

    To me it looks like you have to much specularity or glossiness assigned to her skin surfaces. I have attached a screen shoot of a Victoria 4 face texture as I have set it up for Lux. It is not perfect but it will give you a starting point. I have a soft box and default reality light. for the scene. The second image is of the render going through its paces right now. Like I said my textures are not optimized but it does show you that what might work for skin values. Hope this helps.

    ScreenshotofV4facetexture.jpg
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    reality_scene.png
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  • XangthXangth Posts: 127
    edited October 2015

    Here is my WIP for this months contest. I know it was not halloween theemed but it's the season I suppose.

    Title: "I heard something" Built in Bryce 7 Pro with Daz 3D studio charactors.

    I heard_a_noise1.jpg
    1274 x 705 - 64K
    Post edited by Xangth on
  • DollyGirlDollyGirl Posts: 2,656
    Xangth said:

    Here is my WIP for this months contest. I know it was not halloween theemed but it's the season I suppose.

    Title: "I heard something" Built in Bryce 7 Pro with Daz 3D studio charactors.

    Nice compositon, I see a balance between the light of the candle and the ghost and the moon. I think the only thing and this is just a perference of mine is that I would put just a bit more detail, cobwebs, broken furniture, old and tattered fabric scattered around the room. Like I said that is my preference, if you like the bare space then I would not touch a thing.

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