November 2015 New User Contest "Materials" (WIP-THREAD)

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Comments

  • Kismet2012Kismet2012 Posts: 4,252
    isidorn said:

    I've taken in the advice given and done a new version. It's not a finished render as this stopped at the 15k iterations limit I had, with about 65% converged after 11+ hours. (I've removed the limit now for future versions) The main change is the picture format and camera angle where I've also had the old advice "Kill your darlings" in mind. One reason for the previous angle was to show some cleavage (I'm a simple man, I like cleavage...) while still keeping the nudity within ToS. Other changes are adjustment of the woman's pose and the Mystikoi has got a whole new pose and also reduced glow from its wings. I discovered that the Mystikoi has lots of bones making it very poseable. A really great product, I have to say.

    Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.

    This new format made me discover another problem. It was there in the previous version too but then I didn't notice it. The sky in the background looks kind of like there's a giant blue moon in the middle, while at the edges of the image the sky is the darker colour I want.

    As my previous post was on page 6 I'm attaching the previous version here again.

    I really like all the changes you have made.  Now the focus is on her face and I find my eyes going between her face and the Mystikoi.  The planet in the background was not as obvious in your prior image.  Is the lighting tied to the background?  If not, a simple rotation will adjust your background.

     

    The flow from the Mystikoi is wonderful.  You have a beautiful aura around it with just enough light hitting your figure's face and arm.

     

    I am looking forward to future adjustments.

  • SaphirewildSaphirewild Posts: 6,669
    edited November 2015

    Yay Finally is allowing me to post my WIP!!!

    Calling it: Plz Let Me Cross The Bridge

    ReTextured n colored the rocks and a Mushroom plus the Dress n Bonnett with the shaders I made with the tutorial Intro to Basic Shaders.

    Also did some post work with PSP X8 with perspective lights and colored lights.

     

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    Post edited by Saphirewild on
  • Kismet2012Kismet2012 Posts: 4,252

    Yay Finally is allowing me to post my WIP!!!

    Calling it: Plz Let Me Cross The Bridge

    ReTextured n colored the rocks and a Mushroom plus the Dress n Bonnett with the shaders I made with the tutorial Intro to Basic Shaders.

    Also did some post work with PSP X8 with perspective lights and colored lights.

     

    Are you using a background image?  I am not seeing any shadows from your figures.

  • dHandledHandle Posts: 617
    edited November 2015
    frank0314 said:
    dHandle said:
    Linwelly said:

     

    Can you post the warning portion of the crash report. It should be down at the bottom of the report

    Um...maybe.

    Is this it?

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    Post edited by dHandle on
  • ewcarman said:
    isidorn said:

    Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.

     

    I've noticed that same rectangle in my own image. Using Arabella 7. I have no idea where it is coming from. I'm going to try fill lights and see if that helps.

    I had a similar issue and was told to turn off SSS. Tried it and it worked... ot sure if this the same issue though.

  • kathrynlochkathrynloch Posts: 378
    edited November 2015

    Okay, after several false starts trying to get my bear scene set, I managed to render the attached.  I'm still playing with the surfaces and the lighting.  Right now I have a 3 pt. setup and an HDR in the environments map.  I'm not happy with all of the white on the bear's fur.  I would have had this done earlier, but I managed to crash DS twice and, then, when I thought it was safe last night to render again, Windows destroys my render by rebooting to fix some error they caused in Tuesday's update.  Every time I think I have my computer set to not do automatic updates, Microsoft still manages to interefer with my renders.  I miss having my main computer as an exclusive Linux box.

    Anyway, I'm still working on it, but if anyone can give me input on anything other than the really obvious flaws that I need to take care of with his fur, tell me.  I do have to say that I like the DOF that I have setup so I hope no one picks that apart.  I think I did manage to fix his eyes so that is a plus.  It would be easier to do this bear if I didn't have to re-export the fur geometry everytime I close DS.  I really need to shoot AM a message an see if he has figured out a way to save the geometry yet.  My luck, that won't be a feature until the new version of LAMH.  Right now, it is a little like playing with the Dynamic Clothing plugin.  Every time you change the pose or close the program, you have to re-export the hair geometry.  Before I started this bear, I was happy with my machine, too.  Now, I'm thinking that extra memory I held off of buying might worth getting.  Right now, I'm only working with 16 GB which might be pushing it with the bear and a full environment scene.  I ended up having to remove a lot of the unseen geometry of the environment, Forest Autumn, just to be able to move the camera around.  Any time I needed to make major changes, I have to hide everything except the bear in order to work with it and not have DS be as slow as molasses.

    Hey girl - looking good so far! Honestly tho, I'm half tempted to tell you to scrap the hair creators and take a look at my fur tut - I think those brushes I posted would really help you out. ;) (just kidding!)

    First though, I'm on Windows 10 Pro and that update crap is for the birds. But Pro has one thing regular windows doesn't - Group Policy. I don't remember the exact setting but I was able to tell my computer to prompt for download so I have to hit the button for it to download everything.

    But for folks without the nifty group policy, go to Settings/Update&Security on the left menu panel click Windows update. And on the right of the screen it will give you the boring stuff. At the very bottom is Advanced Options - click there and it goes to a new panel.  

    First - if you haven't done this - I highly recommend you do. Go down to Choose How Updates Are Delivered and click that then TURN EVERYTHING OFF. I don't know what Microsoft was thinking but it's trying to turn Update into damned torrent or something. Geez talk about security issues! I don't want my laptop downloading Windows updates from someone else's computer - I don't know where it's been! ;)

    Anyway on the Advanced Options screen at the top is a pull down menu. Instead of "Automatically Install" which is the default - change it to Notify To Schedule Restart. That will at least keep it from trashing your renders in progress.

    BUT check this a lot as I think every time it does a major update it resets to Automatic.

     I also unchecked the update all drivers through Windows Update, this means you have to go to the manufacturer to get your driver updates but if there's a way to fix what ain't broke, or break it even worse, Windows and the Federal Government are in a tie for first place, hands down. lol! 

    Other than that you're probably going to want to streamline your scenes as much as possible. Rendering in Iray depends on your GPU using your CPU secondary if you have an Nvidia card. In Render settings do you have the Optix Acceleration checked? 

    Also I was reading Sickle Yield's journal on deviantART - someone discovered that redering a larger size image for a shorter amount of time resulted in the same quality when that image was downsized. For example you're rendering a 720x480 and it renders to full for 20 min. Now increase the size to 1480 x 720 and render for 10 min. Cancel the render then resize the image to your original and it should be the same quality. So you just got the same image in half the time. I haven't really tried it myself but that's what I was reading.

    After you get rid or turn off extra stuff, make sure all surfaces are set up for Iray. Some can slip past unnoticed and those will increase rendering time. Increasing the lighting will speed up an Iray render tremendously. So if you're using only the environment lighting and no in scene lights, that will slow it down big time. Have you tried different settings under Environment Modes? I render the background and if I'm using environment lighting, I have it on. After rendering the background, I change the Environment Mode to Scene only and render individual elements. Does that make sense?

    Cheers,

    Kath

    Post edited by kathrynloch on
  • Linwelly said:

    Okay, after several false starts trying to get my bear scene set, I managed to render the attached.  I'm still playing with the surfaces and the lighting.  Right now I have a 3 pt. setup and an HDR in the environments map.  I'm not happy with all of the white on the bear's fur.  I would have had this done earlier, but I managed to crash DS twice and, then, when I thought it was safe last night to render again, Windows destroys my render by rebooting to fix some error they caused in Tuesday's update.  Every time I think I have my computer set to not do automatic updates, Microsoft still manages to interefer with my renders.  I miss having my main computer as an exclusive Linux box.

    Anyway, I'm still working on it, but if anyone can give me input on anything other than the really obvious flaws that I need to take care of with his fur, tell me.  I do have to say that I like the DOF that I have setup so I hope no one picks that apart.  I think I did manage to fix his eyes so that is a plus.  It would be easier to do this bear if I didn't have to re-export the fur geometry everytime I close DS.  I really need to shoot AM a message an see if he has figured out a way to save the geometry yet.  My luck, that won't be a feature until the new version of LAMH.  Right now, it is a little like playing with the Dynamic Clothing plugin.  Every time you change the pose or close the program, you have to re-export the hair geometry.  Before I started this bear, I was happy with my machine, too.  Now, I'm thinking that extra memory I held off of buying might worth getting.  Right now, I'm only working with 16 GB which might be pushing it with the bear and a full environment scene.  I ended up having to remove a lot of the unseen geometry of the environment, Forest Autumn, just to be able to move the camera around.  Any time I needed to make major changes, I have to hide everything except the bear in order to work with it and not have DS be as slow as molasses.

    I'm still very reluctant to let windows 10 on my computer, becaus of these stories, can you pull the plug on the internet for the times rendering? Things like these are very annoying.

    For the bearcup, that comes along very nice, I like the environment and the floor with the grass has a good feel to it. And I agree on the DOF ;-) its very good. I wont say anything about the fur as you know that already but I am going to nitpick on the leaves, the look surprisingly flat and unstruktured. I have them as well and they com with a nice bump map, but I'm not sure if they react different in Iray...

    I have no plans to switch to Windows 10.  I'm actually still running Windows 7, but ever since they came out with Windows 10, Windows updates have been killing me with their interuptions.  Every time I think I have everything set so I control their update downloads, I'm wrong.  If I could get DS to work in Linux completely, I would switch back in a heartbeat.  At least my interuptions are non work related.  DH has technicians running samples on their machine for days and have come in and found that their machines have rebooted completely destsroying their tests.  While I could easily turn the network off, I was actually on the computer watching a craftsy video at the time and I needed an internet connection for that.  Like I said, I thought it was safe because my computer had just updated a day or two before.  I didn't realize that Microsoft was going to need to fix something they broke in the previous update or I would have disconnected the internet before starting my render and done something offline instead.

  • What do y'all think?

    Cheers,

    Kath

    I actually love renders like this with odd camera angles.  I love seeing things from unusual perspectives.  I tend to do this a lot.  I have no idea if that is a good thing or not, but I happen to love your accident and can't wait to see what you come up with.

    @Isidorn I actually still like the first render.  I love the camera angle and lighting, but then I'm weird and didn't know that angles like that are usually saved for action shots.  That being said, I actually can see why others might like the new camera angle and lighting.  The lighting in the first render does need to be toned down a bit maybe if you decide to keep that one.  I think the lighing coming from the butterfly emission is the culprit there.  Maybe try reducing that some more. 

    As for the boxy light on her head, I used to get things like that when I tried using Luxus.  I turned off all lights, reran that render and usually found that there was a light coming from somewhere that I hadn't expected.  You might want to try that and then run a render after turning on each light in turn to see where the light is coming from.  You usually don't have to run the render for very long to see whether the light you've just turned on is the culprit.  However, if I were to place a bet, I would say the box shape is actually coming from a shadow made by your butterfly so I would start with it's light, both any light coming from behind him and his emision chanel.  If it is a shadow from the butterfly, you might try adjusting the angle of your girl's arm so the shadow is bouncing of the hair instead of her forehead.

    Hey girl - looking good so far! Honestly tho, I'm half tempted to tell you to scrap the hair creators and take a look at my fur tut - I think those brushes I posted would really help you out. ;) (just kidding!)

    You know me and postwork are still not friends yet, but I'm getting there.  I will give your tutorial a shot at some point real soon.  I went and put it in my queue to watch later when I have time to play with it.  I actually went and did the free trial thing with Photoshop because I wanted to try out their styles things that I can't do with GIMP so I will probably work on your tutorial before my free trial is over then try and do the same thing in GIMP.

    First though, I'm on Windows 10 Pro and that update crap is for the birds. But Pro has one thing regular windows doesn't - Group Policy. I don't remember the exact setting but I was able to tell my computer to prompt for download so I have to hit the button for it to download everything.

    But for folks without the nifty group policy, go to Settings/Update&Security on the left menu panel click Windows update. And on the right of the screen it will give you the boring stuff. At the very bottom is Advanced Options - click there and it goes to a new panel.  

    I'll look into this with Windows 7 and see if there is something similar.  I think my problem is that I don't check things often enough and when Windows does do the updates, they reset my setting preferences in regards to updates.  They are also trying to add things from Windows 10 to Windows 7 that I don't want or need and I have to go back and uninstall those things.

    Other than that you're probably going to want to streamline your scenes as much as possible. Rendering in Iray depends on your GPU using your CPU secondary if you have an Nvidia card. In Render settings do you have the Optix Acceleration checked? 

    I'm a CPU only type of gal right now running a Saphire Radeon R7 260 which is a decent graphics card, but was purchased just before Iray came out so I'm not upgrading any time soon.  My computer usually does okay with the renders and normally my renders don't take all that long.  This is the first time I've really bogged things down.  Memory is almost half the price it was last year when I bought it, though, so I'm seriously considering getting more and boosting my computer up to 32 GB.

    Also I was reading Sickle Yield's journal on deviantART - someone discovered that redering a larger size image for a shorter amount of time resulted in the same quality when that image was downsized. For example you're rendering a 720x480 and it renders to full for 20 min. Now increase the size to 1480 x 720 and render for 10 min. Cancel the render then resize the image to your original and it should be the same quality. So you just got the same image in half the time. I haven't really tried it myself but that's what I was reading.

    After you get rid or turn off extra stuff, make sure all surfaces are set up for Iray. Some can slip past unnoticed and those will increase rendering time. Increasing the lighting will speed up an Iray render tremendously. So if you're using only the environment lighting and no in scene lights, that will slow it down big time. Have you tried different settings under Environment Modes? I render the background and if I'm using environment lighting, I have it on. After rendering the background, I change the Environment Mode to Scene only and render individual elements. Does that make sense?

    Cheers,

    Kath

    I'll give that a try.  I did notice that I forgot to hit all of those leaves with the Iray shader and have since fixed that.  But I have noticed that unless you have the entire tree unfolded, there are times when something will not get zapped with the shader.  I had that happen with last month's render with my vampire.  Even though I had selected everything in the Streets of Old London, not all of the textures got the Iray shader applied and I had to go back and reshade some stuff.  I love Sickleyield's advice, but I missed that one somewhere.  I'll have to give this a try.

  • IceDragonArtIceDragonArt Posts: 12,548

    Wow! You guys have been busy! lol! After finishing the tutorial, I managed to get back to work on my project. Normally I do spot renders to test then go for the big render. But this time I did my spots and thought I had everything good for a big render so started that - and saw some glaring corrections I needed to make, cancelled, fix, re-render.

    It turned into a wash repeat of that cancelling the render before it ever got to 50% about ten times. But I went to fix the camera angle for the billionth time and my mouse slipped.

    Crap - gotta start all over because it nearly hit the virtual floor and was pointed up at the character.

    Hey . . . wait a sec . . . that's kind of a cool angle.

    I went ahead and did a partial render - again - then saved the file separately rather than save over the original project.

    His arm and stuff is cut off and looks like it isn't attached to his shoulder right because like I said it was a slip of the mouse, but I think I actually like this one better and might work on it a little more to see if I can fix it.

     

     

    What do y'all think?

    Cheers,

    Kath

    I like it. 

  • ewcarmanewcarman Posts: 180
    TreeDee said:
    ewcarman said:
    isidorn said:

    Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.

     

    I've noticed that same rectangle in my own image. Using Arabella 7. I have no idea where it is coming from. I'm going to try fill lights and see if that helps.

    I had a similar issue and was told to turn off SSS. Tried it and it worked... ot sure if this the same issue though.

    Oh, interesting thought. I did try a fill light - low lumens and I adjusted the temperature to roughly match the light given off by other sources and that seems to have gotten rid of it. I'll have to try the SSS as well. Weird that it is just a rectangular patch on the forehead - and consistent in renders by different people in totally different scenes.

    Thanks for the tip.

     

  • Wow! You guys have been busy! lol! After finishing the tutorial, I managed to get back to work on my project. Normally I do spot renders to test then go for the big render. But this time I did my spots and thought I had everything good for a big render so started that - and saw some glaring corrections I needed to make, cancelled, fix, re-render.

    It turned into a wash repeat of that cancelling the render before it ever got to 50% about ten times. But I went to fix the camera angle for the billionth time and my mouse slipped.

    Crap - gotta start all over because it nearly hit the virtual floor and was pointed up at the character.

    Hey . . . wait a sec . . . that's kind of a cool angle.

    I went ahead and did a partial render - again - then saved the file separately rather than save over the original project.

    His arm and stuff is cut off and looks like it isn't attached to his shoulder right because like I said it was a slip of the mouse, but I think I actually like this one better and might work on it a little more to see if I can fix it.

     

     

    What do y'all think?

    Cheers,

    Kath

    Now that's a sweet angle.  I say go for it.

  • Thought that I'd try a different angle on mine after seeing and commenting on kathrynloch's last post.

     

    Boy was I surprised to see that the scope had fliped what we were seeing though it.

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  • wflaks said:

    take 2

    Hey, wflaks, 

    A few things to consider:

    Look at the image for color cohesion.  You have mostly red and rose tones overall.  The greens are complimentary, and then you have lilac and ultramarine blue out of basically nowhere.  It's good to work toward color harmony.  It helps lead the eye where you want it.  Doesn't have to be the colors I used, just something that works with everything overall.  She seems to be a fashion forward girl with her skunk tips, so maybe that should extend to her crown.  What do you think?  :)

    Second, think about the composition and don't lock yourself into square format if it's doing noting for you.  Here, I cropped to bring her in as the focus of attention (if you meant for her to be the only figure in the scene, of course).

     

  • Boy, you guys are just posting like bunnies this month.  There are already more posts than we had at this time last month.  I still need to go through and catch up on posts and look at all the renders, but thought I would put my bear up so others can see what I have done while I catch up.  I followed AM's tutorial with his new wolf and everything went well.  I changed a few surface settings to get the wolf the way I wanted him to look.  He turned out so well that I added some woods and a knight and decided to enter him in the PC Anniversary contest.  I had a few hangups when I then tried to do the same with the bear cub.  I don't know if it is because he is an older model, but I had a more difficult time getting the bear cub to render after hitting him with the Iray Uber shader.  Let me tell you, naked bear isn't quite the look I was going for.  However, I did manage to finally get him to render and then played with his settings.  There are two renders.  The first one is the bear with just the Iray Uber Shader applied and only the ruins HDR for lighting.  I didn't have the camera setup correctly and cut off his head, but since this was just my reference I didn't fix it before going on to the next step.  I used this as my base reference to see if the changes I made actually made a difference.  The second bear: I changed some of the surface settings like the surface color and the glossy layered weight as well as a few others.  I added some lighting that I think helps him look a little more realistic.  Now I have to find an appropriate background and add the thing he is looking at and playing with.  I have Orestes Falling Leaves and Orestes Trees and thought it would make an interesting render to have my bear cub sitting amonst the trees playing with the leaves floating in the air.  So, that is the scene I'm setting up and will render overnight now that I think the bear is where I want him.  The only thing I don't like is how his back feet are so shiny now.  I think it is a lighting issue and I will try adjusting the pose to see if that helps.  Now, I'm off to catch up and see what everyone else has been doing..

    The fur is looking better.  Others have commented on length, but I think the fur is picking up the light nicely, so well done.  I'll refrain from further comment till I see what you do with the rest of the image.  :)

  • Cris PalominoCris Palomino Posts: 11,484
    edited November 2015

     

    Thx ;). I was thinking the same thing so i tried a new environment. And i have more room for lights and other objects. Now more work on the pose and then the rest of the objects. For the texture for the carpet i used the free pixar texture library https://community.renderman.pixar.com/article/114/library-pixar-one-twenty-eight.html. They all have a bump and a normal map

    Compositionally and color-wise, I still feel you had a stronger image earlier, Lucas.  When I first saw this new one, I thought, "I'd be upset, too, if I got my heel stuck in an undead thing."  :)  

    I'm not sure why her leg is doing what it is.  It looks like she might be kicking it, but more like the leg is doing it on it's own since the rest of the figure is still in the old pose.  So what's happening is unclear to me.

    Your other image had some nice storytelling; just needs some attention to lighting.  A neat trick for cathedrals and other places where the windows have leaded segments is to try god-rays.  These are quick and dirty in Photoshop to give you an idea.  It can add drama to the scene if done well.  There are some god-rays at the Daz Store; you can also look up tutorials for doing them in PS.

    If you decide to go through with the second one, stand back and look at the image and what story you're trying to tell.  There's a lot of empty space; does it serve a purpose?  Do the colors work with the scene?

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  • For rain I can think of 2 options...1 would be an opacity map applied to some kind of primitive (plain or sphere maybe) or add it in postwork.

    There is also a rain prop at Renderosity by Flink.

  • isidornisidorn Posts: 1,601
    ewcarman said:
    TreeDee said:
    ewcarman said:
    isidorn said:

    Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.

     

    I've noticed that same rectangle in my own image. Using Arabella 7. I have no idea where it is coming from. I'm going to try fill lights and see if that helps.

    I had a similar issue and was told to turn off SSS. Tried it and it worked... ot sure if this the same issue though.

    Oh, interesting thought. I did try a fill light - low lumens and I adjusted the temperature to roughly match the light given off by other sources and that seems to have gotten rid of it. I'll have to try the SSS as well. Weird that it is just a rectangular patch on the forehead - and consistent in renders by different people in totally different scenes.

    Thanks for the tip.

     

    Very interesting that several others have had this same problem with that rectangular shadow on the forehead. Smell a bit like a bug if you ask me. Anyway, for the record I can say that turning off SSS did nothing for me. I'll now go through the lights and see if anyone of them are causing it, and if not, if an added light can cure it.

    Btw, just used spot render (as suggested somewhere above) for the first time. A nifty tool :)

  • First time entering :)

    This has some very good information on fight images:  https://www.pinterest.com/pin/18155204720665719/ ;

  • First time entering :)

    This has some very good information on fight images:  https://www.pinterest.com/pin/18155204720665719/ ;

    Oooh, thank you very much.

  • SaphirewildSaphirewild Posts: 6,669

    Yay Finally is allowing me to post my WIP!!!

    Calling it: Plz Let Me Cross The Bridge

    ReTextured n colored the rocks and a Mushroom plus the Dress n Bonnett with the shaders I made with the tutorial Intro to Basic Shaders.

    Also did some post work with PSP X8 with perspective lights and colored lights.

     

    Are you using a background image?  I am not seeing any shadows from your figures.

    No I am not using a background image it isright from daz buttttt I totally forgot to put in the shadows omg (Smacks my face)

  • XangthXangth Posts: 127

    Wow everyone has some fantastic renders this month with some great ideas happening.

    Here is an idea I have been working on as a possibility for this months contest. It was put togeather and textured in Bryce. (it is still a WIP) Comments or suggestions are always welcome.

    Title: Android tech

     

     

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  • Kismet2012Kismet2012 Posts: 4,252
    Xangth said:

    Wow everyone has some fantastic renders this month with some great ideas happening.

    Here is an idea I have been working on as a possibility for this months contest. It was put togeather and textured in Bryce. (it is still a WIP) Comments or suggestions are always welcome.

    Title: Android tech

     

     

    So nice to see a Bryce entry.

     

    I love all the details you have in this image...lots to look at.

  • ChoholeChohole Posts: 33,604
    Xangth said:

    Wow everyone has some fantastic renders this month with some great ideas happening.

    Here is an idea I have been working on as a possibility for this months contest. It was put togeather and textured in Bryce. (it is still a WIP) Comments or suggestions are always welcome.

    Title: Android tech

     

     

    So nice to see a Bryce entry.

     

    I love all the details you have in this image...lots to look at.

    And now that you have said that I can agree. I love to see the Bryce images.   I am sure you are very surprised about that. 

  • Kismet2012Kismet2012 Posts: 4,252
    Chohole said:
    Xangth said:

    Wow everyone has some fantastic renders this month with some great ideas happening.

    Here is an idea I have been working on as a possibility for this months contest. It was put togeather and textured in Bryce. (it is still a WIP) Comments or suggestions are always welcome.

    Title: Android tech

     

     

    So nice to see a Bryce entry.

     

    I love all the details you have in this image...lots to look at.

    And now that you have said that I can agree. I love to see the Bryce images.   I am sure you are very surprised about that. 

    If you hadn't found it I would have brought it to your attention.  image

  • White RabbitWhite Rabbit Posts: 231
    edited November 2015

    I have been working on my rabbit textures.  

    These are really just expreriments to see what kind of results are possible using texture maps on the bunny model.  It only came with a Diffuse map.  I decided to create a bump map to start with and then created a displacement map.  The displacement map creates real changes to the mesh pushing out small strands from the surface.  I will likely dial it down a bit as it seems too much right now.  I made sure to prevent the fur from being too long inside the ears, and zero for the nose.  Prior to doing the fur stuff I smoothed out the rabbit (SubD) to get rid of any angular profile problems.  In the image I did for last month I went about smoothing the profile in post, but this is the real fix for the issue!  

    I found a big difference between the 3Delight render and the Iray whereby the fur strands in Iray are very short in comparison with 3Delight image?  They have the same settings?  I tried different displacement values to see if I could get the fur to get crazy long, but to no avail?  Any ideas anyone?  

    Right attachment is original  
    Left attachment is updated version

    Linwelly said:

    I have been working on my rabbit textures.  

    These are really just expreriments to see what kind of results are possible using texture maps on the bunny model.  It only came with a Diffuse map.  I decided to create a bump map to start with and then created a displacement map.  The displacement map creates real changes to the mesh pushing out small strands from the surface.  I will likely dial it down a bit as it seems too much right now.  I made sure to prevent the fur from being too long inside the ears, and zero for the nose.  Prior to doing the fur stuff I smoothed out the rabbit (SubD) to get rid of any angular profile problems.  In the image I did for last month I went about smoothing the profile in post, but this is the real fix for the issue!  

    I found a big difference between the 3Delight render and the Iray whereby the fur strands in Iray are very short in comparison with 3Delight image?  They have the same settings?  I tried different displacement values to see if I could get the fur to get crazy long, but to no avail?  Any ideas anyone?  

    Left attachment is Iray original  
    middle attachment is updated Iray version
    Right is 3Delight Updated  -  Looks more like a stuffed toy.

    I think the newer iray version comes pretty good, and I agree that the 3dlight version seems like a stuffed rabbit. I don't remember what you used as a texture to start from, so if that is designed as Iray shader the 3dlight will always have trouble rendering it. For the fur I would be using the displacement in the lower than 10% area and the larger part by bump (its probably on of the 3dlight s problems). Maybe a noise map is something you could use as well. For some body parts you could as well use the velvet from the ubersurface, like for the inner ear. Lovely project!

    Thank you Linwelly!  The original texture was designed for 3Delight.  It's the Noggin's Rabbit character.  I did create a noise map in Photoshop, and its used all over the rabbit's body.  There is only one surface region defined for the whole rabbit which includes all the fur i.e., body, ears, legs, and head.  I created the noise map 2048 X 2048 with the finest dots for the shafts of fur.  I wanted to make a second displacement map so I could have one for the body, and another for the ears and head.  This way I could vary the strength of the displacement to make the fur longer for the back, and shorter for the ears and so on, but it looks like I would have to go into a 3D program such as Hexagon to modify the surface on the mesh for the bunny.  Is there another way I could define a new surface to assign a second disp map?  

    I like the idea of the velvet for the inner ears! 

    Post edited by White Rabbit on
  • isidornisidorn Posts: 1,601
    Xangth said:

    Wow everyone has some fantastic renders this month with some great ideas happening.

    Here is an idea I have been working on as a possibility for this months contest. It was put togeather and textured in Bryce. (it is still a WIP) Comments or suggestions are always welcome.

    Title: Android tech

     

     

    That's a nice scene you got going there. But one thing poked my eyes. He's holding both arms unsupported up in the air. That would make for a very shaky repair. Unless of course he's also an android with extra built in support in the arms. ;)

  • wflakswflaks Posts: 46
    edited November 2015
    wflaks said:

    take 2

    Hi wflaks!

    She looks much nicer and so does the crown. To me it's still appears as if it's not truely setting on her head. Her hair is still straight. I wonder if you need a D-former or Push Modifer or something. Unfortunately those are outside of my expertise. But because her face and the crown are the focus of the image, she should have "hat hair" you know what I mean? 

    But the changes you've made are really nice! Great job!

    Cheers,

    Kath

    Thanks for telling me about Dformers, reasearch  it and now i have a new tool to use,really cool in what you can do with it,yes her is to straight for the crown,now working on it  

     

    wally :)

     

    Post edited by wflaks on
  • wflakswflaks Posts: 46
    Sonja11 said:
    wflaks said:

    take 2

    I really like the lace on her arms and hands.  The crown does look much better but I agree with what was said above.  The hair needs to indent where the crown hits and curve out away from the edge of that indent so it looks like the crown is pressing on the hair and not floating on top of it.  I think crowns are pretty heavy

    Thank you Sonja, working on her hair with Dformers that Kath suggested.

     

  • wflakswflaks Posts: 46
    edited November 2015
    wflaks said:

    take 2

    Hey, wflaks, 

    A few things to consider:

    Look at the image for color cohesion.  You have mostly red and rose tones overall.  The greens are complimentary, and then you have lilac and ultramarine blue out of basically nowhere.  It's good to work toward color harmony.  It helps lead the eye where you want it.  Doesn't have to be the colors I used, just something that works with everything overall.  She seems to be a fashion forward girl with her skunk tips, so maybe that should extend to her crown.  What do you think?  :)

    Second, think about the composition and don't lock yourself into square format if it's doing noting for you.  Here, I cropped to bring her in as the focus of attention (if you meant for her to be the only figure in the scene, of course).

    Thanks Cris,i have changed  some of the colours, and  dformed the hair a bit, had a really  hard time making the shadow between the crown and the hair like what Kath had done in her example for me.Tried  every angle with the light but could not get a shdow,just on that spot ,i'm using "Furify Zebra big" as the furry bit on the crown,I ended up using a" geomentry shell' of the crown  and used "PW Catch" as the shader, at least now i have a black line between the crown and hair.Sorry what are Skunk Tips?  i'm still green in all this  lol.

     

    t 10.jpg
    800 x 800 - 369K
    Post edited by Cris Palomino on
  • First time entering :)

    This has some very good information on fight images:  https://www.pinterest.com/pin/18155204720665719/ ;

    wflaks said:
    wflaks said:

    take 2

    Hey, wflaks, 

    A few things to consider:

    Look at the image for color cohesion.  You have mostly red and rose tones overall.  The greens are complimentary, and then you have lilac and ultramarine blue out of basically nowhere.  It's good to work toward color harmony.  It helps lead the eye where you want it.  Doesn't have to be the colors I used, just something that works with everything overall.  She seems to be a fashion forward girl with her skunk tips, so maybe that should extend to her crown.  What do you think?  :)

    Second, think about the composition and don't lock yourself into square format if it's doing noting for you.  Here, I cropped to bring her in as the focus of attention (if you meant for her to be the only figure in the scene, of course).

    Thanks Cris,i have changed  some of the colours, and  dformed the hair a bit, had a really  hard time making the shadow between the crown and the hair like what Kath had done in her example for me.Tried  every angle with the light but could not get a shdow,just on that spot ,i'm using "Furify Zebra big" as the furry bit on the crown,I ended up using a" geomentry shell' of the crown  and used "PW Catch" as the shader, at least now i have a black line between the crown and hair.Sorry what are Skunk Tips?  i'm still green in all this  lol.

     

    I think you might stick with your original angle.  The shadows. to me. were not all that important to change what you had.  Don't be afraid to do a little postwork to add in shadows or remove a bit of hair.

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