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So, uhhhhhh, I might die of happiness if you decided to do a modular set that would work with that new dungeon generator script....
I'd have to look closer at it but I suspect it would make since rather repeating, making it harder for spaces to look unique.
Just picked this up with Scar Bundle. Cannot wait to try it out.
A suggestion, sometime in the future if you could put out an exterior for this with maybe a bit of cobblestone street and a facade or two perhaps. I am sure you would do an exemplary job!
One of the future projects planned is a Fantasy/medieval town square which would have a building that matches the windows/door etc of the Inn to serve as an exterior for it.
The only issue will probably be video memory for Iray if you try to cram everything into 1 scene.
Hopefully, I will have my 2080ti by the time this comes out.
Cheers,
Alex.
Some adventurers relaxing at the Red Crow after a long campaign.
My RTX Titan and I are READY!
Wow... Fantastic Job Brimstone.... awesome. That really tells a story!
Hopefully we'll all have cheaper 3080s by then :)
@brimstoneomega - Nice Render!.
Been seeing a lot of renders in the galleries these last few days using the armor, always nice to see them :)
I ran into that missing polys issues too. Haven't started dealing with the Tavern, yet, but I hit it with some of the furniture in the Bedroom package. It only seems to afftect wood surfaces. But then, those are the ones most likely to have the softened edges.
In any case, being stuborn, and despising Iray, I found that I could bypass the missing polys problem by exporting the figure as an .obj, then importing the .obj back into the scene, and then applying the original textures. With unrigged props that's the end of it. With rigged props, like the dresser and wardrobe, Turning the doors invisible before exporting the case worked well. It does mean needing to load two versions of the figure into the same place and parent the case to the rigged prop. But with the overlap, there will be polys everywhere there are supposed to be. If I had the patience to re-rig things, I'd probably do that. But I'm used to working with frankenfurniture.
I still need to go in and restore bump and displacement, and what all. But so far everything has its polys back.
a video
Well, once I started doing conversions of the tavern package I found that metal also sometimes loses polys in 3DL as well. Nowhere nearly as badly as wood, however. Stone doesn't seem to do that, though. Or at any rate, it hasn't done it yet. I haven't converted *everything* in the package, but I've worked my way through most of it.
For the Red Crow Inn conversions, I didn't use converters. I used them for the bedroom, and they work quite satisfactorily, but they lose the ability to apply the normals, since the resulting converted surfaces lose that channel. So these were done with the full do-si-do of export as .obj, re-import the .obj, and then re-apply surfaces, including the normals.
With that method, you lose any rigging. However, it's posible to do an end run around that by going through the do-si-do for each component of a rigged item, parenting each converted portion to its original counterpart, and then deleting the polys of the original. You end up with something that functions as a rigged item, since the bones of the rig seem to remain, despite the loss of the polys, and you don't end up doubleing the poly count like you would if you just hide the original. But you do end up making a bit of a mess in your scene tab from a slew of parented components. Learning rigging might be more effective in the long run. But I wasn't ready to do that.
In any case, this is not actually a render. It's just a screenshot of a spot render test of an illustration in progress. I still need to add the characters and may shift some of the props about.
I'm really liking the result. I'm doing illustrations for one of my publications projects and for that kind of thing, I don't want photorealism. I want the images to look like something that has been printed in a book. 3DL does an excellent jb of that.
Since I installed the new daz-studio version, with the filament preview mode.... I'm having lots of problems in the tavern
Preview is way too bright, renders are extremely dark.
smoke items don¡t look well in preview, but is not a big deal.
I worked to separate different parts of the inn in different groups to hide in an easier (for me) way. I don't know if the problem is my file, or anyone using this product out of the box is experimenting any problem too...
thanks!
filament is not an iray preview mode, if that helps.
Filament makes shadows optional, so you are probably getting external environment light streaming in. On the other hand, Filament doesn't (currently) do emissives in DS. It will take some experimentation to get a reasonable match on lighting, and even then it is going to be far from exact.
To fix the bright Filament viewport:
Find the exterior lights group in the Inn scene you have open, should be called 'Light Sources - Exterior - DAY Light Setup' or NIGHT if it's a night scene.
Open the group and click on the Sun DistantLight (Or moon in night scenes if I remember correctly)
Then in Parameters Tab > Display > click OFF 'Visible in Viewport'
That should fix things in Filament without affecting Iray renders.
As for the rest... renders look as they should in the last Publishing build and I didn't notice any difference in previous builds. Perhaps some lighting settings got changed in the scenes if they're too dark in Iray ?
If it's too dark in Texture shaded mode, just hit Ctrl + L
The smoke issue seems to be a problem with FIlament not liking the Diffuse map used in the smoke material for some reason. There's nothing special about it so I don't know what's causing it.
A simple solution is to find all the Smoke nodes/meshes in the Daz scene (most will be instances) and remove the 'Base Color' texture map in the Smoke material. That should fix the smoke in Filament.
The smoke will perhaps be slightly brighter in Iray renders after that. If so, you can either make the base color a bit darker or lower the Cutout Opacity to 0.75 or so to compensate, haven't really tested it, but that would be the 2 quickest ways to compensate if the smoke changed intensity.
Hope that helps.
great idea.. we hope you do it
In the interim, for people wanting an external, this building by fernieski could work - it has similar windows. It's what im using. Fernieski has quite a number of external medieval houses/buildings.
What market? Or is that shop on DevianArt or some such?
Sent you a message
I've just tried Googling fernieski and got nowhere. Can someone point me in the right direction, too?
Cheers,
Alex.
Message sent
This is a really well done product. A question though: why is the topology of the rectangular table tops composed of triangles whereas the other props that I've seen are all quads?
I'm interested in that asset as well...why are we being so secretive about it?
That is a really nice one for sure, almost afraid to find out the price..
I googled "LMGrafika" instead of "fernieski", first hit.
Finally found a rather simple, medieval house.
How much effort is it, to assemble/apply textures on everything in DAZ? (I assume it's not ready to render out of the box)
update: got the "Medieval house fantasy 01" to serve as the outside of R/S Medieval Fantasy Bedroom.
I think it's well done and doesn't clash with the R/S style, but, the number of issues exceeds my patience. (plugged in the 15 base maps for a start, looks decent, but 1/4 of the roof is magically semi-transparent, the window blinds intersect with other stuff, can't make them invisible because that would take the window frames with it, etc pp. There are 15 surfaces but a single geometry. Found no magic Blender bullet, either. That might all be solvable, but not by me in 2 hours. Would rather spend my free time playing with something polished, so thanks once more for the beautiful Crow Inn with all the details and rigging).
Poor witch in the wood still has no home. She deals in herbs, not in fancy 3D stuff, so she can't afford a luxo four bedroom apartment stuffed with preciously carved furniture (but Mr fancy hobbit tells me to say thanks for the new home, much pleased).
a half hour of inn ambience
(rendered in UE4)
with patrons
Is it OK to render a modern guy in the Inn?
If the inn is still in business, why not?