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Thanks for popping by, nice pic. I'm within a whisker of re installing Bryce. ;-)
Keeping half a eye on your Youtube channel, you never know if or when a Daz Studio shader mixing tutorial will pop up.
Thanks,
It is on my "to-do" I'm making inroads, but I like to know what I'm doing before I try to tell other people what I'm doing.
The trouble with 'To-do' lists is, they never seem to get shorter. :lol:
I'll keep lurking in and out of your Daz Studio tread, just to check up on progress then. Hehe.
Luxrender, Dark Star Original with Glare & Bloom (Not a law firm that I know of).
Originally the textures didn't transfer well and the scene looked white. So I've batched reduced the DarkStar surfaces specularity down to 75%. As I quite like the battleship grey effect, I've left this one go to 1.2KS/p.
Used the inbuilt lens effects glare and bloom but kept the settings low as I didn't want too much of an effect.
I try again with a lower spec percentage.
I thought I 'd call this. I've got a feeling I'm being watched. Or. That better not be that paperboy again!
Luxrender auto conversion of surfaces cont..
Specularity batched down to 50% then 20% and finally 0%.Rendered to 300s/p. Lighting altered on the fly in Luxrender, so they look a little different.
Is that the Specular Strength value? I usually have pretty good results turning down (way down!) the Specular Color instead, whenever I get a blown-out surface in Luxus. Note that, if you dig into the details of the LuxRender wiki on materials, a specularity of 20% is high — much more than that usually produces an unnaturally shiny surface and fuzzes out any applied texture. The same must be done to manually converted materials, as colours and values are transferred unchanged.
Is that the Specular Strength value? I usually have pretty good results turning down (way down!) the Specular Color instead, whenever I get a blown-out surface in Luxus. Note that, if you dig into the details of the LuxRender wiki on materials, a specularity of 20% is high — much more than that usually produces an unnaturally shiny surface and fuzzes out any applied texture. The same must be done to manually converted materials, as colours and values are transferred unchanged.
Hi SpottedKitty, thanks for posting. :-)
I was using Luxrender for rendering everything when Luxus first came out, but then gradually began using it less. So now I'm trying some different things out in Luxrender again and finding things out anew.
It's the Specular value I've been changing, I've got one going now at 0. Thanks for the tip about the Specular colour. I will run renders and gradually reduce the Specular colour down as well.
The autoconvert does a good job and makes life a lot easier than when Luxus first came out. Then, adding all Luxrender materials was a pain. At least now you get a good starting point as a lot of the materials look OK, then just tweak the others.
One thing I've noticed, although it may just be on my system. In the Luxrender Render settings, Texture Gamma occasionally drops down to 0.001 and then the textures won't be visible in the render. So I check to ensure it's set at 2.20.
Cheers.
Hmm, odd. The only problem I 've had with Render Settings is that, every now and then, the LuxRender stuff all falls back to default values. Then I have to remember all the standard changes I've made. Hasn't happened for a while now, though .
I've got quite a few old Luxrender scenes that I'm recycling plus saved scenes such as camera positions and lighting setups which I merge into the scene. These where saved out before the 2.20 gamma was established as the norm, I just haven't gone through them all to reset the settings to the latest defaults. That may have something to do with it, although when I loaded up DarkStar it happened to me then, so maybe that's not entirely the case.
After a reply from cwichura in the Luxus Discussion thread, I split the twisted vase into three component parts, vase, fluid and fluid surface. This got rid of the blackness that was in my earlier renders. I've used Glass2, but had to cheat a bit as the outer twisted and tapered shape, as it had just to much shine which over powered the transparency. So in the end had to opt for a 0.6 opacity.
I think I'll mess about with a simpler shape next.
Run to 8KS/p.
Blender/Luxrender...
Thought I'd disassemble a Luxblend scene from B.Y.O.B. over at Blendswap. It's a CC-BY and he say's - ' I hope my models are help- and useful'.
So if you render the scene out, in the (User Name)/AppData/Local/Temp/ Folder, you'll find the saved out Luxrender scene with the following : materials .lxm, render settings .lxs, and lxv, the Luxrender volume,( which in this case was empty!)
For all three separate component parts, which I saved out from Blender as obj's the materials were in the script as:
Water surface -
MakeNamedMaterial "WaterToAir"
"bool architectural" ["false"]
"bool dispersion" ["false"]
"string type" ["glass2"]
Water -
MakeNamedMaterial "GlassToWater"
"bool architectural" ["false"]
"bool dispersion" ["false"]
"string type" ["glass2"]
Vase -
MakeNamedMaterial "GlassToAir"
"texture bumpmap" ["Vase-Bump_scaled_1"]
"bool architectural" ["false"]
"bool dispersion" ["false"]
"string type" ["glass2"]
So these are the material settings that I've previously used on the twisted vase, so the volumetric's settings is something that I need to play about with more.
Info. From the Blender scene.
Normals from the water obj, face inwards, normals on surface face upwards.
Luxblend render.
Still messing..
Luxrender
Just messing with the saved out obj's
The only way I can stop the surface from looking black wa not to select volume, which makes sense as it's only a planer thick.
It looks OK until I add the vase.
Great picture! Love the rose pic' too! My hat's off to you - the lighting is superb!
Thanks for stopping by and for the kind words Deanpw. Trying to recreate the above Luxblend render in DS with Luxus, is a pain in the butt. It obviously can be achieved, but I can't get close to the original, which is annoying. Volumetrics Eh!!
I don't have a clue about anything that's too technical on here, but... Do you use the Reality Plugin?
I'm using Luxus in Daz Studio, but I do have Reality 3, which I've not tried in my Poser 9 yet.
It's supposed to be pretty good for the kinda work you're doing.
I think it is, if you know what you're doing! :lol:
A bunch of free stuff. Erm, except V4 that is.
Just messing..
So that's why they come here... MILK!!!!
That's one option. Maybe I'll add another alien with a tea trolley. :lol:
STILL messing with Luxus/Luxrender...
Modeled a quick glass. This time the surface object has volume as it was extruded slightly, with both of the main face normals facing outside.
The water normals were switched to face outwards when separated from the glass. All three objects had Glass2 with volume selected in Luxus and the volume data from the B.Y.O.B. Blender render used as the basis for the script. I've no idea if what I'm doing is right, just messing about.
IE. Water script:
MakeNamedVolume "Glass" "clear"
"float fresnel" [1.669000029563904]
"color absorption" [0.65619221 0.29953275 0.47250471]
MakeNamedVolume "Water" "clear"
"float fresnel" [1.332829952239990]
"color absorption" [0.51410205 0.35469906 0.30750101]
Interior "Water"
Exterior "Glass"
Still more messing about required as the top of the glass looks dark.
Blender 2.70 and the Andrew Price beer tutorial.
1. Lots of fun to be had, when you don't know what your doing.
2. How to turn a 1 hour tutorial into an all day project. LOL.
Deviated a few tines from the tutorial, like adding an Invert colour node into the residue texture.
Still after one forward and three back. I got there in the end. :lol:
With yet another method of volumetrics. This one had the liquid protruding midway into the glass. That's three different methods I've now come across. Will have to give it a go in DS later.
/Edit. Added the condensation map but not the droplets, as I've not tried that before. I presume you'd create the teardrop flattened shape and use the particle system in a similar way as the bubbles, but how you'd line them up with the map is another question. Seems like a lot of work. I'll wait for a tutorial. The homemade streaky texture's not the best but neither is my artistic Gimp skills.
Via Serena bundle.
Petipet Space Base..
My first thought was "Tourists".
But a tea trolley would be funny.
My first thought was "Tourists".
But a tea trolley would be funny.
I think your right. That's why the one with the rubber ring is being told, 'No no, we're doing that next week!'
I'll have to source a High tech anti gravity tea trolly though! Casters may be a bit of a problem in this situation.
Robo Wasp and G2F..
Robo Wasp and a nice Daz format flower from Fictionalromance, over in the freebies thread.
Utopia Deck C shading..
Cartoon Render settings, Basic Toon Camera Christmas Freebie and Filter Forge - RawArt's Cell Shader Filter.
Must admit all those free filters for FF are more than enough for anyone. I'm glad that Daz made it available, at least I'm not tied into Steam for this one!
Luxrender and an online tutorial for Genesis and G2F with V4 body morphs - avoiding the under-boob clothing effect.
Thought it was handy so here's the link.
http://brandontom.com/blog/properly-applying-loose-fitting-victoria-4-clothing-to-genesis-or-genesis-2-female-in-daz-3d/
Just a quickie to show the jacket with the settings applied as per the Brandon Tom web tutorial. Only rendered to 35 S/p.