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Go Misty... go... I noze you can crank one out. :)
I ended up completely abandoning my nautical entry - I just got back from vacation and then got distracted playing with Substance Painter and discovered I just had no interest in continuing it right now.
Instead, I whipped this up today as a last minute caustics entry. Kodos and Kang were modeled in Blender and textured in Substance Painter then imported to Carrara where I set up their shaders and created a simple scene for them. The disco ball is a vertex sphere with all edges set to sharp and a created-from-scratch mirror shader appied to create all the caustics effects, the dance floor is just a plane and the DJ booth is just three cube primitives. The caustics made the drool light up like it is glowing, which I did not intend, but I kind of like how it looks so I kept it for the final.
Scene Setup (I have two gel light sets in the scene but I hid them for this screenshot for the sake of readability - only shown in the scene are the spotlights pointing at the disco ball):
Render with no caustics:
Render with caustics turned on:
The final with post-work is also attached - all I did was take the final Carrara render with the caustics, adjust the color and levels a little bit, add some fog, a text scroll and some vignetting.
lol. thanks!
2 more 3 day weekend days to go
think ise gonna have to lower my modelling ambitions
wah what time is it?
home all day tomorrow, haz caffeine. and ice cream and vodka.
yknow whats kewl, when it looks like ocean spray left water drops on the camera ...
and lightning bolts.
Here's an image I did many years ago with a high resolution ocean primitive also using fractal noise in the bump channel to add the smaller ripples to the water.
simple desert shader makes a nice ocean floor.
ocean primitive harder trying for balance between replicating and not looking too patterned.
Great stuff!
Mark... Wow!!! That is SO cool! I'm kinda glad you've dropped the nautical idea! LOL Gorgeous renders!!!
Howie... that is an excellent render! Love it!
Always a balancing act ;)
ocean shader, could take on cast of the sky?
grey dreary sky - dark water
happy blue sky - happy blue water
fresnel magic?
Take a look at the ones already included in Carrara shaders and work from there.
...and be sure that "Reflections" are enabled in the Render Room ;)
starting point.
That is a nice shader Misty
it's the shader from the moving water tutorial on carrara cafe,
testing lil changes one at a time
trying the fresnel.
and seeing if can set the froth to start it's thing at higher wave amplitude. 5ft wave amplitude ocean rendering mostly white
beach is infinite plane with simple desert terrain shader
Entry Thread Closes/Voting Begins: Saturday Jul 30, 2016 23:59:59 CST (GMT-6)
Voting Ends: Sunday, Aug 6, 2016 23:59:59 CST (GMT-6)
No pressure... just wanted to remind anyone still grinding away a an entry.
Speaking or grinding away... that's way my tiny brain's gears are doing... they are not that happy with my entry, it turned out too bright (a bit washed out) and wonder if I should try to change it. What to do.... hmmmm.
would go with what makes you happiest!
Simply lowering the single bulb light intensity did the trick. Hooray... got color back. [john jumps for joy]
Note: If that disqualifies me... it's ok. While I wouldn't mind a any place... I use these Challenges for learning and the enjoyment of using my favorite program regularly.
Carrara is funnn!
Just have to replace the picture and you should be done as the entry deadline is not past yet.
Thanks chickenman, It's up now.
i have not liked my pogress thus far on my stone age nautical coracle entry. here is WIP on a classic mad scientist scene. have to add the mad scientist and clutter, but i like the caustics thus far.
Great. I'll have to experiment some more with Caustics to see how you have it effectings only some parts of the scene and not others... I'm guessing the two lights only shine on the 3 tubes and 3 green/clear objests then the bulb light is to light the rest of the scene. Like I said I'm guessing.
tinkering with the Fresnel, think i understand it now. mebbe, lol
I turned off every other shader option i could think of to isolate the Fresnel.
Fresnel truly changes the shader with the angle of the camera.
using the same exact shader settings, i only tilted the camera. makes a big diff
was fun, but not working out the way i wanted.
goal was to make the cast of the sky tint the ocean water.
(would be interesting if could plug the realistic sky as an hdr light!)
shifted gears and started with mirror reflection, enabled blurry and put cranked it to 100%
slow render but looks nice i think.
tried a few absorption renders, tried using the 'environment' option under the shader's dropdown list. by environment was hoping meant the sky.
100% blurry reflection on the ocean primitive seems promising. my final render will take a while, can't wait for the last day - Saturday.
the last 2 images i didn't change the shader at all, changed only the realistic sky preset.
Work your magic... Mistyfy me. :)
lol.
2 days to model something new
percolating fresh pot o hazelnut coffee, should keep me awake couple more hours.
somethin i can sweep, sweep operation always fun
ssippss
witcher3 soundtrack for background music.
gonna hafta save the flying fortress for another challenge.
what about stairs. kinda stairs for a plaza
... stairs always useful, unless can fly, dragons dont use steps
yes there is a certain glow happening, adds some kind of resonance I think
wipp, wipp it good.
lathed instead, lathing so fun
resize grid
insert poly line
turning off the bottom grid, less confusing
wanna make a lil lip on the step top, worry about rounding later
used lathing instead of the sweep.
highlighted polyline drawing,
menu - Construct, lathe
curser changes to plussign
in right pane set number of sections, i set 120
then click on the edge the lathe will circle around (axis!)
pouf
selected edge, loop, think i want to extrude along
extract along
to tuck the edge under before deleting all those triangles
select one edge, then the + under selection,
deselect that one extra selected vert, hold ctrl key, marquis that lil bugger
delete key - poof gone
cept the top all triangles
would be better delete all those tris, stick a primitive there instead?
quads have to be square shaped. or can be funky shape?
Misty - It would increase polygons considerably, but if you really want to get rid of the tris, you could check smoothing and then convert. Not worth it, probably. Cool lathe.
Here is the mad scientist with and without caustics. No other difference. As Headwax noted, the glow effect makes it. Wgdjohn is correct about the lighting in that I have some lights which only affect part of the scene. Content used is the figures and their clothes. G2M and G2F are in the tanks. Genesis is holding up the needle.
finishing up on the stairs. came out higher poly than i'd planned.
lowered the poly count on the top of it
select every other edge for delete
backspace to delete (delete-key did something weird)
technically is a quad now. not a square quad.
step-lip too much, want to move it inwards.
select a face, loop
so now i want to move it along it's normal.how to move them inward? in wings i would scale.
scale x and y? - seemed to work
okay, doing the same for rest of the steps
i'm having trouble deselecting a single face
doing the x,y scaling thing on the inner ring of edges
wuhoh, loop isn't working on funky quads, formerly tris
oh well, will keep it mind for next challenge.
want to bevel the step-lip a bit,
choices:
-Quick Fillet tool lets you extract a selected edge along the edges next to it. The result is similar to using the Fillet tool set to range 0
-Extract Around tool lets you create two edges parallel and around the original selected edge, or edges. Unlike the Quick Fillet tool, the original edges remain
-Extract Along tool lets you extract a selected edge along the edges next to it. This tool is useful for fine-tuning a model, for example adding a loop of edges around an existing edge
picked Extract Along, then the x,y scale again
pretty sure isn't the right way to do this, something simpler than x,y scale?
That is looking nice now Misty
Misty, Kewl... Ohhhhh can hardly wait for the next phase.
Diomede, Looks great.
okay, next phase.
i did the shader domains here: http://www.daz3d.com/forums/discussion/comment/1417536/#Comment_1417536
was just too many missteps to clutter this thread
setting up the shader/mat zones
Assign Shaders to Shading Domains
Opening model in Shade Room - there nothing under Shader Domains.
From the dropdown list, under Shading Domains, - new master shader
for each mat zone/shader domain
Bottom right, shaders tab to rename the shaders, shader1,etc
click instances tab, highlight model to bring back the top,right shading tab
**side note; would like to learn what Projection Mapping does
next - uv templates.