Just messing with...

13

Comments

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    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.

  • David BrinnenDavid Brinnen Posts: 3,136
    edited December 1969

    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.

  • none01ohonenone01ohone Posts: 862
    edited February 2014

    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!

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  • none01ohonenone01ohone Posts: 862
    edited February 2014

    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.

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  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Specularity batched down to 50% and then 20%.

    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.
  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Specularity batched down to 50% and then 20%.

    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.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    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 .

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    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.

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    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.

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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    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..

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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    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.

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    BlenderVase-NoVolume-surface-001.png
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  • DPWDPW Posts: 267
    edited December 1969

    Great picture! Love the rose pic' too! My hat's off to you - the lighting is superb!

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Deanpw said:
    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!!

  • DPWDPW Posts: 267
    edited December 1969

    I don't have a clue about anything that's too technical on here, but... Do you use the Reality Plugin?

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    I'm using Luxus in Daz Studio, but I do have Reality 3, which I've not tried in my Poser 9 yet.

  • DPWDPW Posts: 267
    edited December 1969

    It's supposed to be pretty good for the kinda work you're doing.

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Deanpw said:
    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:

  • none01ohonenone01ohone Posts: 862
    edited March 2014

    A bunch of free stuff. Erm, except V4 that is.

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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Just messing..

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  • DPWDPW Posts: 267
    edited December 1969

    So that's why they come here... MILK!!!!

  • none01ohonenone01ohone Posts: 862
    edited March 2014

    Deanpw said:
    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.

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  • none01ohonenone01ohone Posts: 862
    edited April 2014

    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.

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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Via Serena bundle.

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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Petipet Space Base..

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  • Kismet2012Kismet2012 Posts: 4,252
    edited December 1969

    Just messing..


    So that's why they come here... MILK!!!!

    My first thought was "Tourists".

    But a tea trolley would be funny.

  • none01ohonenone01ohone Posts: 862
    edited May 2014

    Just messing..


    So that's why they come here... MILK!!!!

    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.

    Post edited by none01ohone on
  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Robo Wasp and G2F..

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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Robo Wasp and a nice Daz format flower from Fictionalromance, over in the freebies thread.

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  • none01ohonenone01ohone Posts: 862
    edited May 2014

    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!

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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    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.

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