This is version 3 of my image. I have increased the reflection and glossiness of the floor and wall. I have also added expressions to the dancers as suggested and rotated the light at the back slightly so the lines are slanted rather than straight.
It actually has the uber shader with the thin-walled glass shader applied over that. I had a regular glass shader on it and the distortion from the curvature of the glass was not very friendly to the tops of their heads. Working with these older models can be a real hassle, right? I do have some different glass shaders on my wishlist. My budget is still reeling from March Madness impulse purchases.
Thank you for that awesome link to the Iray uber shader properties. I have download that and am going to study it. I think That is going to offer a ton of answers to my many points of confusion.
I have been enjoying the evolution of the 2nd scene you have been working on. I hope you are able to capture your vision!
EDIT: There are so many things from that guide you linked that I am eager to try out. Thanks again for this valuable resource!
If you adjust the Glossy Reflectivity and, Refaction Index. You coul get get the desired look. Attachment show you the difference Same glass shader defferent Reflectivity and, Refaction Indexs. The glass you see around the greenish tubes is at full settings. The widows you look out have different Reflectivity and, Refaction Indexs. The table with has the reflection of the star Full Glass Shader.. I have a hunch if you just mess with the refaction leave the relectivity. See what happens.
I'm sharing a render I use for the RPG campaign that I run. The five player characters are on a quest to locate an artifact lost in a jungle. Here they are travling on their boat when they're ambushed by not-too-friendly denizens of the river. I've attached a render without any background; the other one is the in-game handout and it has an image I downloaded from Upslash (credit - https://unsplash.com/@fuuj). I did a bit of roughshod Photoshop work on both.
Hi everyone!
The renders are looking great! I' pick up with the individual comments on Monday as I just had a procedure done on my spine so not gonna be up and around much for the next couple of days. Can't wait to see what else you guys come up with next!
Elli
@sueya - It is good to see that your dancers are finally having fun (expressions). That changes the feel of your scene for the better.
@AgitatedRiot - Thank you for the image reference to go with your description. That is very helpful. I dig the reflection on the table! I will play with the settings you mentioned.
@dmcvocation - Unsplash is awesome. I used to use it often when I did web design. That is a very nice render. Your campaigns must be exciting with such vivid visual stimuli!
@Elliandra - Take care of yourself. You have provided so much great feedback already. We won't burn the forum down while you convalesce. Be well!
@AgitatedRiot - I'm not sure what algorithm the moderators/judges use. So, there's no guarantee that this render of mine will float to the top. Just the same, I enjoy sharing. Daz has been a wonderful tool, especially for the D&D game I run. It takes a little more effort, but my players -- all high schoolers -- say that visuals like this helps them enjoy! Besides, I also enjoy seeing other people's work. I do pick up great ideas and inspiration from this forum. Cheers! CC: @vamok
Thanks for your comments. Way I figure it, everyone's opinion is valid. The artist is free to accept or ignore. Personally, I like the view where you can see the crew in the 2nd escort craft - gives more of that green light.
As for the surface, it all depends what the model's options are. I loaded up an older model to look and it had options to change the lighting model. On Daz standard shader the lighting model has options (the default was plastic for this but could be changed to metallic.)
On plastic originally it produced image 1. I then lowered glossiness and specular (in the specular tab) to get test 3. Then played more and changed to metallic for number 7 - but had glossy and spec at 75% with some reflection added. It seems worthy of some play. It was good fun to look at, as it's something I am definitely still learning myself. The guide that @AgitatedRiot added is going to be very useful!
Then I had a go in the Iray Uber Shader and tweaked the metallicity and back scatter. Still not there but it's a lot of fun actually and doesn't take long with just the one beast in the screen - worth hiding the rest while you test render probably.
@Alias52 - Hey I have that model, but have never used it. Test 1 reminds me of an unpainted Monogram or Revel model kit with the decals slapped on it.
I have been tweaking on the Destructor ever since AgitatedRiot linked that guide. So here are two renders. The stock render and the modified render. The modified is going to be harder to light, and take longer to render, but can we agree it doesn't look like plastic any more?
Note: neither render is to completion, default ran for 11 minutes and the modified ran for 14. Yeah, it should have taken 2 minutes. That is not the world I live in :-)
It is also worth mentioning that these were rendered from the exact same spot, from the exact same file, with the exact same lighting. I also took a file that was not used by default, inverted the colors, and used it for a bump map. I think it helps. Although there are a few flaws in the skin I will have to investigate.
@Alias52 - Hey I have that model, but have never used it. Test 1 reminds me of an unpainted Monogram or Revel model kit with the decals slapped on it.
I have been tweaking on the Destructor ever since AgitatedRiot linked that guide. So here are two renders. The stock render and the modified render. The modified is going to be harder to light, and take longer to render, but can we agree it doesn't look like plastic any more?
Note: neither render is to completion, default ran for 11 minutes and the modified ran for 14. Yeah, it should have taken 2 minutes. That is not the world I live in :-)
They are both looking really good. The second looks amazing - much sleeker, though, as you say, it may get lost a little in the darkness of space without careful lighting. I am going to have to read through that guide and play some more. My renders were about 5-7 minutes, but a good computer would have spat them out quicker. One of these days a GPU may be available for us lesser folk! I know what you mean about the plastic look of those model kits. I love the learning curve in these contests - so many new things learnt!
They are both looking really good. The second looks amazing - much sleeker, though, as you say, it may get lost a little in the darkness of space without careful lighting. I am going to have to read through that guide and play some more. My renders were about 5-7 minutes, but a good computer would have spat them out quicker. One of these days a GPU may be available for us lesser folk! I know what you mean about the plastic look of those model kits. I love the learning curve in these contests - so many new things learnt!
I am going to have to really boost the light. I am about 2 hours into the render with the retextured ship and I have about 3 million fireflies. Despite that, they do like pretty! The only light in the previous renders was from the HDRI. I think now, I will require the twin suns of Tatooine to get a clear image.
I'll let it run its course and see how bad it looks in the morning. That is afterall, how we the GPU -free folks roll ;-)
So, managed to get a few additions in but not fully happy yet.
Added the extra figure, which I mostly like. The sword was a pain. Due to angles, it wasn't a simple rotation job, so have settled for a small rotation and a bit of light catch. I turned his head slightly to pick up a bit more expression. I still want to run a few canvases to make a few items come out a bit more. The story is written and is being saved for the final piece. What are people's thoughts on lighting of the character on the right? Or anything else? Sometimes, looking at things for too long needs a fresh perspective to see something you do not, so would be interested to hear your thoughts. Thanks.
@Alias52 The light's looking great, excellent atmosphere. The one thing that seems off is the left candle; it's lit but there's no (or very little) light there, unlike the right one. The smoke also seems to be identical to the one on the right and the fact that it's above the flame and unlit makes the lack of light even more obvious. You could keep the candle and just remove the flame, I don't think that area needs more light, it'd just distract from the main characters. Another thing I think would look nice would be if it was darker under the bench and table.
I like the extra character as well, a fun addition, completely absorbed with the food, not caring about the incoming scandal.
Now scale on the y axis to put the flames closer to the floor and show the tipped over lamp. This way it looks like the oil is spreading. I'm not trying to influence your art beyond what you're aimingfor Just some thoughts for you.
@Alias52 The light's looking great, excellent atmosphere. The one thing that seems off is the left candle; it's lit but there's no (or very little) light there, unlike the right one. The smoke also seems to be identical to the one on the right and the fact that it's above the flame and unlit makes the lack of light even more obvious. You could keep the candle and just remove the flame, I don't think that area needs more light, it'd just distract from the main characters. Another thing I think would look nice would be if it was darker under the bench and table.
I like the extra character as well, a fun addition, completely absorbed with the food, not caring about the incoming scandal.
Thanks! The character is a hobbit, so nothing gets in the way of a meal... I will definitely look to see if I can do something about the smoke from the candle. Being instances, they are the same but I should be able to do something about it. With the light from them, they are both on identical lumens (again because they are instances.) I think the one on the right looks brighter because of the light through the window. Under the table is lit from the fireplace which is pretty much below where the camera is, so it does get underneath, but I may be able to block some off with objects. Hmm, plenty of food for thought - thanks for that!
Makes sense now, I was picturing a scene lit by torches in my mind, didn't think of a fireplace.
The Red Crow Inn is a great piece of kit, with so many places to render from!
I had a little play by adding a few canvases on to play with the detail. I tried darkening a little with a diffuse canvas, but not sure I like what it did with the warrior's clothes. Had a go with the candle to remove the flame and just add smoke to it. I think I will try a different candle there for another render but the whole scene is one of those long jobs I need to leave running!
Comments
.
Sweet, Thank you!
Need a glass shader for the glass.
take look here Iray (daz3d.com)
Sometimes it takes trial and error.
Or you could go this route Daz 3D | Daz 3D
This is version 3 of my image. I have increased the reflection and glossiness of the floor and wall. I have also added expressions to the dancers as suggested and rotated the light at the back slightly so the lines are slanted rather than straight.
It actually has the uber shader with the thin-walled glass shader applied over that. I had a regular glass shader on it and the distortion from the curvature of the glass was not very friendly to the tops of their heads. Working with these older models can be a real hassle, right? I do have some different glass shaders on my wishlist. My budget is still reeling from March Madness impulse purchases.
Thank you for that awesome link to the Iray uber shader properties. I have download that and am going to study it. I think That is going to offer a ton of answers to my many points of confusion.
I have been enjoying the evolution of the 2nd scene you have been working on. I hope you are able to capture your vision!
EDIT: There are so many things from that guide you linked that I am eager to try out. Thanks again for this valuable resource!
If you adjust the Glossy Reflectivity and, Refaction Index. You coul get get the desired look. Attachment show you the difference Same glass shader defferent Reflectivity and, Refaction Indexs. The glass you see around the greenish tubes is at full settings. The widows you look out have different Reflectivity and, Refaction Indexs. The table with has the reflection of the star Full Glass Shader.. I have a hunch if you just mess with the refaction leave the relectivity. See what happens.
The Mood is Set!
Intermediate Open Render Challenge!
I'm sharing a render I use for the RPG campaign that I run. The five player characters are on a quest to locate an artifact lost in a jungle. Here they are travling on their boat when they're ambushed by not-too-friendly denizens of the river. I've attached a render without any background; the other one is the in-game handout and it has an image I downloaded from Upslash (credit - https://unsplash.com/@fuuj). I did a bit of roughshod Photoshop work on both.
Cheers!
Gonna scare me right out of Intermediate Open Render Challenge are ya.
Hi everyone!
The renders are looking great! I' pick up with the individual comments on Monday as I just had a procedure done on my spine so not gonna be up and around much for the next couple of days. Can't wait to see what else you guys come up with next!
Elli
Hope you get back to feeling as close as you can to Awesome.
@sueya - It is good to see that your dancers are finally having fun (expressions). That changes the feel of your scene for the better.
@AgitatedRiot - Thank you for the image reference to go with your description. That is very helpful. I dig the reflection on the table! I will play with the settings you mentioned.
@dmcvocation - Unsplash is awesome. I used to use it often when I did web design. That is a very nice render. Your campaigns must be exciting with such vivid visual stimuli!
@Elliandra - Take care of yourself. You have provided so much great feedback already. We won't burn the forum down while you convalesce. Be well!
@AgitatedRiot - I'm not sure what algorithm the moderators/judges use. So, there's no guarantee that this render of mine will float to the top. Just the same, I enjoy sharing. Daz has been a wonderful tool, especially for the D&D game I run. It takes a little more effort, but my players -- all high schoolers -- say that visuals like this helps them enjoy! Besides, I also enjoy seeing other people's work. I do pick up great ideas and inspiration from this forum. Cheers! CC: @vamok
I started playing D&D in high school 1973 I think
@vamok
Thanks for your comments. Way I figure it, everyone's opinion is valid. The artist is free to accept or ignore. Personally, I like the view where you can see the crew in the 2nd escort craft - gives more of that green light.
As for the surface, it all depends what the model's options are. I loaded up an older model to look and it had options to change the lighting model. On Daz standard shader the lighting model has options (the default was plastic for this but could be changed to metallic.)
On plastic originally it produced image 1. I then lowered glossiness and specular (in the specular tab) to get test 3. Then played more and changed to metallic for number 7 - but had glossy and spec at 75% with some reflection added. It seems worthy of some play. It was good fun to look at, as it's something I am definitely still learning myself. The guide that @AgitatedRiot added is going to be very useful!
Then I had a go in the Iray Uber Shader and tweaked the metallicity and back scatter. Still not there but it's a lot of fun actually and doesn't take long with just the one beast in the screen - worth hiding the rest while you test render probably.
Ready to man The Commander. Add some goodies.
She looks great - there is just enough light to still pick out all the details.
@Alias52 - Hey I have that model, but have never used it. Test 1 reminds me of an unpainted Monogram or Revel model kit with the decals slapped on it.
I have been tweaking on the Destructor ever since AgitatedRiot linked that guide. So here are two renders. The stock render and the modified render. The modified is going to be harder to light, and take longer to render, but can we agree it doesn't look like plastic any more?
Note: neither render is to completion, default ran for 11 minutes and the modified ran for 14. Yeah, it should have taken 2 minutes. That is not the world I live in :-)
It is also worth mentioning that these were rendered from the exact same spot, from the exact same file, with the exact same lighting. I also took a file that was not used by default, inverted the colors, and used it for a bump map. I think it helps. Although there are a few flaws in the skin I will have to investigate.
They are both looking really good. The second looks amazing - much sleeker, though, as you say, it may get lost a little in the darkness of space without careful lighting. I am going to have to read through that guide and play some more. My renders were about 5-7 minutes, but a good computer would have spat them out quicker. One of these days a GPU may be available for us lesser folk! I know what you mean about the plastic look of those model kits. I love the learning curve in these contests - so many new things learnt!
I am going to have to really boost the light. I am about 2 hours into the render with the retextured ship and I have about 3 million fireflies. Despite that, they do like pretty! The only light in the previous renders was from the HDRI. I think now, I will require the twin suns of Tatooine to get a clear image.
I'll let it run its course and see how bad it looks in the morning. That is afterall, how we the GPU -free folks roll ;-)
I'm glad I can help ya all. All these tricks I learned while working on the Commander for this contest. I just thought I pass it on as I learn.
Someone mentioned the floor lamp on the ground (it came like that btw.), and suggested that I do something with it.
Version E here adds a stone gargoyle that's awoken and coming for us as well. The lamp was knocked over by it's wing.
I was just thinking if you have fire effects or know how to create your own. The oil would spill and pool around the lamp creating more fire.
I'll have to take a look at what I've got in my library. What we see is how the set came out of the box other then changing texures for Iray.
Wrong Foot
Intermediate
So, managed to get a few additions in but not fully happy yet.
Added the extra figure, which I mostly like. The sword was a pain. Due to angles, it wasn't a simple rotation job, so have settled for a small rotation and a bit of light catch. I turned his head slightly to pick up a bit more expression. I still want to run a few canvases to make a few items come out a bit more. The story is written and is being saved for the final piece. What are people's thoughts on lighting of the character on the right? Or anything else? Sometimes, looking at things for too long needs a fresh perspective to see something you do not, so would be interested to hear your thoughts. Thanks.
@Alias52 The light's looking great, excellent atmosphere. The one thing that seems off is the left candle; it's lit but there's no (or very little) light there, unlike the right one. The smoke also seems to be identical to the one on the right and the fact that it's above the flame and unlit makes the lack of light even more obvious. You could keep the candle and just remove the flame, I don't think that area needs more light, it'd just distract from the main characters. Another thing I think would look nice would be if it was darker under the bench and table.
I like the extra character as well, a fun addition, completely absorbed with the food, not caring about the incoming scandal.
Version F here.
I found a fire prop in my library that made me think of the fireballs I sometimes see in the show "Forged in Fire".
Also added some bones here and there on the floor.
Now scale on the y axis to put the flames closer to the floor and show the tipped over lamp. This way it looks like the oil is spreading. I'm not trying to influence your art beyond what you're aiming for Just some thoughts for you.
Thanks! The character is a hobbit, so nothing gets in the way of a meal... I will definitely look to see if I can do something about the smoke from the candle. Being instances, they are the same but I should be able to do something about it. With the light from them, they are both on identical lumens (again because they are instances.) I think the one on the right looks brighter because of the light through the window. Under the table is lit from the fireplace which is pretty much below where the camera is, so it does get underneath, but I may be able to block some off with objects. Hmm, plenty of food for thought - thanks for that!
Makes sense now, I was picturing a scene lit by torches in my mind, didn't think of a fireplace.
The Red Crow Inn is a great piece of kit, with so many places to render from!
I had a little play by adding a few canvases on to play with the detail. I tried darkening a little with a diffuse canvas, but not sure I like what it did with the warrior's clothes. Had a go with the candle to remove the flame and just add smoke to it. I think I will try a different candle there for another render but the whole scene is one of those long jobs I need to leave running!