November 2017 - Daz 3D New User Challenge - Materials

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  • Here's yet another idea. The first one is using the motion blur script that I have to have the craft blitzing by, while the second is a still with the craft zeroed out so that some of the texture work can be seen.

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    nov2017-6a2.png
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  • HighElfHighElf Posts: 365
    edited November 2017

    ​Not exactly what I had in mind so far, but well, at least I'm going in the right direction.

    Winter effect brushes ported into GIMP. I like them more than the regular DoF for this fairy.

    Also I changed the Shader for her wings to a Aquamarine Gem Shader with a frost layer. I like this sort of transparency.

    Frostfee_WiP.jpg
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    Post edited by HighElf on
  • ChameoChameo Posts: 306

    I am brand new to 3d art and rendering. Just a week ago I started using daz3d and was blown away at how much you can accomplish especially with iRay! I have scoured forums and posts to try and learn and understand about lighting and getting a grasp on the reigns of all the immense options. I was so excited to get renders out and after learning about the differences of 3delight and iRay I was sold on iRay and even ended up getting a new graphics card to render in it since I have used an AMD card for last couple of years for photoshop and adobe premiere work.

     

    I made this image using hdr studio light setup and wanted the unique studio colors to reflect the light not only on the glossy black car but off the models hair. After reading several posts and finally just deciding to take the time while in iRay view, I started messing with the controls individually to try and get something reflective on the hair to show the colors as well as to make the hair look more realistic. In my first several days rendering out images the one aspect that seemed most unrealistic, to me, was the hair so I really paid attention to that here.

    Wow - that's some impressive work for someone who just picked up the program. The curving reflections on the car's surface are amazing. Hair is always tricky - I'm really impressed by your level of attention to small details. Where the hair is still - her bangs and the long, sleek portion on the viewer's right - may be the best texturing I've seen on hair. Honestly, the one thing that feels "off" is the movement of the hair. It feels like it's going in too many directions at once - like there's a little whirlwind right above her head. It's really only noticeable at full resolution, and it could just be my eye, but you might want to take a closer look at that.

  • ChameoChameo Posts: 306

    Here's yet another idea. The first one is using the motion blur script that I have to have the craft blitzing by, while the second is a still with the craft zeroed out so that some of the texture work can be seen.

    The reflections on the still image look really great. What did you do with the surfaces?

  • ChameoChameo Posts: 306
    HighElf said:

    ​Not exactly what I had in mind so far, but well, at least I'm going in the right direction.

    Winter effect brushes ported into GIMP. I like them more than the regular DoF for this fairy.

    Also I changed the Shader for her wings to a Aquamarine Gem Shader with a frost layer. I like this sort of transparency.

    The change of shaders on the wings really makes a big difference - the edges and the veins seem much more noticeable, and the wings themselves have a more flow-y, life-like feel to them. It's still hard to mentally "place" the fairy in the scene, though - maybe a shadow would give a hint of how far above the frosty grass she's hovering?

  • HighElfHighElf Posts: 365
    edited November 2017
    I absolutely agree. That is one of the things I currently work on. Also I started to fiddle with the materials of the dress again.
    Post edited by HighElf on
  • Chameo said:

    Here's yet another idea. The first one is using the motion blur script that I have to have the craft blitzing by, while the second is a still with the craft zeroed out so that some of the texture work can be seen.

    The reflections on the still image look really great. What did you do with the surfaces?

    Mec4d PBS Shaders vol.1 for Iray, setting the image map on the top layer to the one for the body/surfaces depending on what it was, and a freebie for the glass.

  • Chameo said:

    I am brand new to 3d art and rendering. Just a week ago I started using daz3d and was blown away at how much you can accomplish especially with iRay! I have scoured forums and posts to try and learn and understand about lighting and getting a grasp on the reigns of all the immense options. I was so excited to get renders out and after learning about the differences of 3delight and iRay I was sold on iRay and even ended up getting a new graphics card to render in it since I have used an AMD card for last couple of years for photoshop and adobe premiere work.

     

    I made this image using hdr studio light setup and wanted the unique studio colors to reflect the light not only on the glossy black car but off the models hair. After reading several posts and finally just deciding to take the time while in iRay view, I started messing with the controls individually to try and get something reflective on the hair to show the colors as well as to make the hair look more realistic. In my first several days rendering out images the one aspect that seemed most unrealistic, to me, was the hair so I really paid attention to that here.

    Wow - that's some impressive work for someone who just picked up the program. The curving reflections on the car's surface are amazing. Hair is always tricky - I'm really impressed by your level of attention to small details. Where the hair is still - her bangs and the long, sleek portion on the viewer's right - may be the best texturing I've seen on hair. Honestly, the one thing that feels "off" is the movement of the hair. It feels like it's going in too many directions at once - like there's a little whirlwind right above her head. It's really only noticeable at full resolution, and it could just be my eye, but you might want to take a closer look at that.

    Lol yep, I may have gotten a little carried away with the hair! Thanks for the feedback. I am really loving this program and I am like a kid in candy store buying up lots of sales just to have stuff to play with but am trying to learn the basics first because it seems alot of things I can do myself without purchasing things for it like posing, which I used a purchased pose to start off in that pic but tinkered to get what I wanted instead and it wasnt bad once I learned a few shortcuts. 

    I have been a photographer for a few years and have experience working with adobe PS and some video editing work and LUTs etc so I bring some things to the table but learning this program is definately a journey but it has my full attention right now...I think I am glad I am just now getting into it vs a few iterations past because I really love what can be done with the Genesis 8 figures. iRay is messing with me some though...I have been working on a simple scene inside a home that takes a long time to render and seems to be crashing a good bit which is causing me to break down the log file to see what is broken or what may be missing a shader. Anyway, that is beyond the scope of this thread but I am just happy that I found this software!

  • Chameo said:
    Chameo said:
    HighElf said:

    ​Not exactly what I had in mind so far, but well, at least I'm going in the right direction.

    Winter effect brushes ported into GIMP. I like them more than the regular DoF for this fairy.

    Also I changed the Shader for her wings to a Aquamarine Gem Shader with a frost layer. I like this sort of transparency.

    The change of shaders on the wings really makes a big difference - the edges and the veins seem much more noticeable, and the wings themselves have a more flow-y, life-like feel to them. It's still hard to mentally "place" the fairy in the scene, though - maybe a shadow would give a hint of how far above the frosty grass she's hovering?

    This is a nice point of view and the scene looks great! I love the outside flurries though they are brighter than the fairy. If you made them darker or the fairy brighter it would keep my eyes on the fairy more than the outside. Love the composition! Good work

  • Kismet2012Kismet2012 Posts: 4,252
    ricswika said:
    ricswika said:
    ricswika said:

    Whiskey and Magic Don't Mix

    "with the Apothecary unattended..."

    This is just a starting point with a lot of materials to work on. I plan to grunge it up' for a more gritty look and to improve the rat 'morphing' into monster seqence somehow.

     

    This is so much fun! Thanks everone for the feedback.

    I made a new floor using filter forge to generate three maps  diffuse, bump and normal. It looks amazing in close up, like you can get a splinter. I still want to add specular and metal maps for the little nail heads in the floor, but don't know if they will even show up.

    The textures on the rats are just image maps with using 'emission' and 'opacity knock-out' to make them glow and also be semi-transparent.

    Here is my final version. Feedback is welcome. It looks a little dark on my laptop display but correct on my good monitor, so I'm not sure if it needs post work.

    Whiskey and Magic Dont' Mix

    Many materials remade using Filter Forge 6. Rendered in Iray.

    Made with...

    You have done a great job.  So many things to look at and "find" in the image. 

  • Kismet2012Kismet2012 Posts: 4,252
    sueya said:

    Here is a more close up version of my image. I think this shows off the materials textures better than previous versions. The furniture is now in better proprtion to the woman too.

    She really does look quite relaxed at home.

    I personally am really fussy about the posing of hands.  I like the way her fingers are a bit intertwined but you have one finger of her left hand (our right) that is intersecting the index finger of her right hand.

    Nicely done on this image overall.

  • Kismet2012Kismet2012 Posts: 4,252

    Was hit by a fifth idea today, here it is.

    Love seeing Cheetah Girl in a render. 

    My what a big gun that is the guy in back is holding.

  • Kismet2012Kismet2012 Posts: 4,252

    I want to thank you all so much for your help. 

    I made a little more of the chess board visible to make it obvious that it's the first move. Fixed the lighting a little and fixed the perspective above all things. 

    I'm now actually really happy with it!

    Thank you!

     

     

    This looks amazing.  Really well done.

  • Kismet2012Kismet2012 Posts: 4,252

    Here is my entry called Small Church. I tried to learn to use these shaders https://www.daz3d.com/layer-shader-for-daz-studio and after some time I finaly made it thanks to this thread https://www.daz3d.com/forums/discussion/30358/layer-shader-for-daz-studio and I have added vines to the walls of A Curious Chapel.

     

     

    You have done a good job on this little chapel. 

  • Kismet2012Kismet2012 Posts: 4,252
    edited November 2017
    Chameo said:

    And this is really my final version. FWIW, I'm still not happy with the skirt - at this transparency level, you can see how the fabric doesn't -quite- fit her form from hip-to-waist, and it looks stiffer than I'd like. I think I'll have to learn more about dForce (and about the geometry editor, too).

    ...I couldn't just leave it alone, of course. I'm not updating the render, but I did go back and play with the skirt. Attaching the spot render of just that piece.

     

    This looks like a cover for an interesting book. Not an easy thing to create.  Well done.

    Post edited by Kismet2012 on
  • Kismet2012Kismet2012 Posts: 4,252

    I am brand new to 3d art and rendering. Just a week ago I started using daz3d and was blown away at how much you can accomplish especially with iRay! I have scoured forums and posts to try and learn and understand about lighting and getting a grasp on the reigns of all the immense options. I was so excited to get renders out and after learning about the differences of 3delight and iRay I was sold on iRay and even ended up getting a new graphics card to render in it since I have used an AMD card for last couple of years for photoshop and adobe premiere work.

     

    I made this image using hdr studio light setup and wanted the unique studio colors to reflect the light not only on the glossy black car but off the models hair. After reading several posts and finally just deciding to take the time while in iRay view, I started messing with the controls individually to try and get something reflective on the hair to show the colors as well as to make the hair look more realistic. In my first several days rendering out images the one aspect that seemed most unrealistic, to me, was the hair so I really paid attention to that here.

    You have done an excellent job on the body posing.  The reflections in the car's window and paint look very good.  Her hair does look a little unnatural in the way it is flying around.  Hair can be tricky to pose and get the highlights right.

  • Kismet2012Kismet2012 Posts: 4,252

    Here's yet another idea. The first one is using the motion blur script that I have to have the craft blitzing by, while the second is a still with the craft zeroed out so that some of the texture work can be seen.

    I much pefer the 2nd image.  I really shows off the materials.

  • Kismet2012Kismet2012 Posts: 4,252
    HighElf said:

    ​Not exactly what I had in mind so far, but well, at least I'm going in the right direction.

    Winter effect brushes ported into GIMP. I like them more than the regular DoF for this fairy.

    Also I changed the Shader for her wings to a Aquamarine Gem Shader with a frost layer. I like this sort of transparency.

    Working with a monochromatic colour scheme isn't easy.  I really like the change to her wings.  They look light and airy.

  • daybirddaybird Posts: 654
    HighElf said:

    ​Not exactly what I had in mind so far, but well, at least I'm going in the right direction.

    Winter effect brushes ported into GIMP. I like them more than the regular DoF for this fairy.

    Also I changed the Shader for her wings to a Aquamarine Gem Shader with a frost layer. I like this sort of transparency.

    Hey highelf, 
    I see your work makes progress. How the others say, the wings looking great now. The only thing I still find to flat/lackluster , is her skirt. 

    The highlighted rim on the other hand is a clever thing in my eyes. Normaly we go from the bright point of interest to the darker background. 
    You go here the other way, from the bright surounding to the dark elf, in my eyes that works great and shows us somthing new.

  • daybirddaybird Posts: 654

    I want to thank you all so much for your help. 

    I made a little more of the chess board visible to make it obvious that it's the first move. Fixed the lighting a little and fixed the perspective above all things. 

    I'm now actually really happy with it!

    Thank you!

     

     

    Nothing to critisis. That's how I wanna have my own pictures look....someday...

  • daybirddaybird Posts: 654

    I am brand new to 3d art and rendering. Just a week ago I started using daz3d and was blown away at how much you can accomplish especially with iRay! I have scoured forums and posts to try and learn and understand about lighting and getting a grasp on the reigns of all the immense options. I was so excited to get renders out and after learning about the differences of 3delight and iRay I was sold on iRay and even ended up getting a new graphics card to render in it since I have used an AMD card for last couple of years for photoshop and adobe premiere work.

     

    I made this image using hdr studio light setup and wanted the unique studio colors to reflect the light not only on the glossy black car but off the models hair. After reading several posts and finally just deciding to take the time while in iRay view, I started messing with the controls individually to try and get something reflective on the hair to show the colors as well as to make the hair look more realistic. In my first several days rendering out images the one aspect that seemed most unrealistic, to me, was the hair so I really paid attention to that here.

    Brand new....but not without experience.surprise
    Pose and lightning are great and also the shader on the car ( what have you use as background  or dome, to get that red and green reflection on the car?). 
    Maybe the flying hair is a little to much, but I don't find it distracting. You could try to twist and bend her head a little and give the hair a little motion blure.
    Only the shader of the wheels and rims seems to need correction, or?

  • daybirddaybird Posts: 654
    sueya said:

    Here is a more close up version of my image. I think this shows off the materials textures better than previous versions. The furniture is now in better proprtion to the woman too.

    I agree with the others. You created a peaceful scene here. She look very relaxed and cute. 
    Don't know if the camera angle is a problem here, because of the shadow. 
    Always when I look to the sofa and the shadow it casts, I get the imagination it floats.
    It would be interest, to see the scene from a higher position.

     

  • daybirddaybird Posts: 654

     I stuck in my picture. Everithing I do with the shader makes it worse. The rendertime explode over 20h at 0% and sometimes the whole programme crashed. Maybe I should try somthing different, but until now I try to save my work.

    Don't know what's the the problem. I verified all shaders and if they are iray, added three light sources and put the setting to dome and scene. So there must be enough light for Iray. 
    I also have checked if the shaders have to much displacement or refraction, but I find nothing extreme what could inflict such a explosion in the render time.sad

    DF 12.11.png
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  • daybirddaybird Posts: 654
    edited November 2017

     

    I stuck in my picture. Everything I do with the shader makes it worse. The rendertime explode over 20h at 0% and sometimes the whole programme crashed. Maybe I should try somthing different, but until now I try to save my work.

    Don't know what's the the problem. I verified all shaders and if they are iray, added three light sources and put the setting to dome and scene. So there must be enough light for Iray. 
    I also have checked if the shaders have to much displacement or refraction, but I find nothing extreme what could inflict such a explosion in the render time.sad

    Post edited by daybird on
  • Was hit by a fifth idea today, here it is.

    Love seeing Cheetah Girl in a render. 

    My what a big gun that is the guy in back is holding.

    That bad boy came from Maximum Overkill. Made use of various shader presets to retexture it.

  • daybird said:

     

    I stuck in my picture. Everything I do with the shader makes it worse. The rendertime explode over 20h at 0% and sometimes the whole programme crashed. Maybe I should try somthing different, but until now I try to save my work.

    Don't know what's the the problem. I verified all shaders and if they are iray, added three light sources and put the setting to dome and scene. So there must be enough light for Iray. 
    I also have checked if the shaders have to much displacement or refraction, but I find nothing extreme what could inflict such a explosion in the render time.sad

    I have had similar issues with a new scene I am working on but not with a 20hr time. What I am finding in mine is that after I try a different setting and go to re-render it is not freeing up my previous render card utilization and is then dumping the scene onto the cpu instead of the gpu. I have now gotten into the habit of monitoring my gpu usage and closing daz to free up the space on it between render tweaks, after saving any scene changes first.

    I have managed to get the scene down to a 4hr render but still do not understand what is making that take so long. I will update with any new info I discover but wanted to share in case the gpu utilization is the same thing you are suffering from if trying back to back renders.

  • Chameo said:

    I am brand new to 3d art and rendering. Just a week ago I started using daz3d and was blown away at how much you can accomplish especially with iRay! I have scoured forums and posts to try and learn and understand about lighting and getting a grasp on the reigns of all the immense options. I was so excited to get renders out and after learning about the differences of 3delight and iRay I was sold on iRay and even ended up getting a new graphics card to render in it since I have used an AMD card for last couple of years for photoshop and adobe premiere work.

     

    I made this image using hdr studio light setup and wanted the unique studio colors to reflect the light not only on the glossy black car but off the models hair. After reading several posts and finally just deciding to take the time while in iRay view, I started messing with the controls individually to try and get something reflective on the hair to show the colors as well as to make the hair look more realistic. In my first several days rendering out images the one aspect that seemed most unrealistic, to me, was the hair so I really paid attention to that here.

    Wow - that's some impressive work for someone who just picked up the program. The curving reflections on the car's surface are amazing. Hair is always tricky - I'm really impressed by your level of attention to small details. Where the hair is still - her bangs and the long, sleek portion on the viewer's right - may be the best texturing I've seen on hair. Honestly, the one thing that feels "off" is the movement of the hair. It feels like it's going in too many directions at once - like there's a little whirlwind right above her head. It's really only noticeable at full resolution, and it could just be my eye, but you might want to take a closer look at that.

    I changed the hair pose and threw it back in the oven for a quick render. It has fireflies because I didnt let it bake long but the hair being settled lets alot more of the studio light show off it. I am happy with this one and will, at some point, let a full render complete.

    TianaBikiniCar4kHairalt.png
    3840 x 2160 - 6M
  • Chameo said:
    daybird said:

     

    I stuck in my picture. Everything I do with the shader makes it worse. The rendertime explode over 20h at 0% and sometimes the whole programme crashed. Maybe I should try somthing different, but until now I try to save my work.

    Don't know what's the the problem. I verified all shaders and if they are iray, added three light sources and put the setting to dome and scene. So there must be enough light for Iray. 
    I also have checked if the shaders have to much displacement or refraction, but I find nothing extreme what could inflict such a explosion in the render time.sad

    I have had similar issues with a new scene I am working on but not with a 20hr time. What I am finding in mine is that after I try a different setting and go to re-render it is not freeing up my previous render card utilization and is then dumping the scene onto the cpu instead of the gpu. I have now gotten into the habit of monitoring my gpu usage and closing daz to free up the space on it between render tweaks, after saving any scene changes first.

    I have managed to get the scene down to a 4hr render but still do not understand what is making that take so long. I will update with any new info I discover but wanted to share in case the gpu utilization is the same thing you are suffering from if trying back to back renders.

    Ok something in my previous scene just wasnt right it would seem. I saved out my character pose and the character as a scene subset and closed daz. I then loaded only the building and made sure to apply all the mdl materials for iRay and did a test render just to see the speed and that by itself looked good and ran quick with 16 iterations after only 2 min time. I then brought my character back into the scene loading from the scene subset and tried to render and it slowed to a crawl having run only 1 iteration after 7min but the scene was dimly lit so I added a mesh light to my character and now am at 70 iterations after 6min for the scene. I also made sure that my gpu load was cleared. I have tried running the render while in iRay view as some have suggested in other threads to cut down on initialization for the iRay but I found that actually left 3gb of load on my card so instead I left it in texture mode with no headlamp, I try to never use headlamp for render, and then when gpu load was a base level I ran the render getting the 70 iterations by 6min. I will let this continue and see how long the final render takes.

  • HighElfHighElf Posts: 365
    edited November 2017
    daybird said:

     

    I stuck in my picture. Everything I do with the shader makes it worse. The rendertime explode over 20h at 0% and sometimes the whole programme crashed. Maybe I should try somthing different, but until now I try to save my work.

    Don't know what's the the problem. I verified all shaders and if they are iray, added three light sources and put the setting to dome and scene. So there must be enough light for Iray. 
    I also have checked if the shaders have to much displacement or refraction, but I find nothing extreme what could inflict such a explosion in the render time.sad

    I would also try to save this beautiful art.

    When I used a 750Ti I had to learn how to use as few ressources as possible. I started to remove everything that is not shown in the picture. IRay use every item in a scene, even if not seen, to determine the direction of the light and its refelctions.

    I'm sure you are already using the basic optimization tricks in the render settings and the surfaces, like reduced translucency etc. Another tool I really like is: https://www.daz3d.com/scene-optimizer

    It workes like a charm for me.

    Post edited by HighElf on
  • ricswikaricswika Posts: 132
    Chameo said:

    Here's my final version of Shyra. If I were starting from scratch, I'd probably make the two watchers larger, so that they each take up the top third on their respective sides.Ah, who am I kidding? I had to stop and go set that up to start rendering to see how it comes out. Meanwhile, in this version - a little compositing to brighten the watcher with the scrying bowl and attempt to fix the foot (it's actually not clipping into the ground - it's hidden behind a little hillock in the ground plane.) Other than that, the only post work in this version is the text. Oh, and footprints!

    Nice work. The foot prints worked out well. I hope they get warm soon.

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