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Hmmmm...is there any way to determine this before you buy the product? I understand if the product description specifically says it contains bump, displacement and normal maps. I guess it's just what you get for the price, eh? Fair enough...let the buyer beware.
Also...when creating a plane or any other primitive, B, N and D can be added if you know what you're doing...correct?
Okay so I got in a rush and didn't catch the exact gist - sorry about that - I gotta start my live stream in a second here but in DAZ any geometry has to be UV mapped for DAZ to be able to work with it. That's why many folks make their stuff in Blender, Hexagon, or Carerra, etc. then pull the geometry into DAZ. I don't know if you create a plane in DAZ if it's UV Mapped. If you're going to do that, you might as well jump with both feet and start creating the meshes you need. (That's what I'm trying to learn how to do - just haven't had much time lately.)
Hey David - DAZ is having a sale on shaders so I pulled up one randomly.
http://www.daz3d.com/seaside-shore-shaders
And the fine print:
Most should have the basic gist of what's included. Once you learn the names to look for - Diffuse, Bump, Normal, Specular, Displacement are the biggest ones (you're not going to get all of them in everything. Some don't do spec, some leave off the normal, etc, but that in no way diminishes the quality for a vast majority of shaders and textures). But you'll also see a naming convention similar to the one I described in the tut. See just a file name plain and simple, that's most likely your diffuse. See the same name with a B at the end, there's you're Bump and so on. So looking at the file names will tell you. But before purchase they should list the basics like I highlighted. If they don't you can contact customer service and ask.
Cheers,
Kath
When its written in the description its in the files, even if its not always applied when you just activate the shader, when its not specifically mentioned I wouldn't expect it to be there, sometimes its still worth the buy.
When you work from primitives bump displacement and normal map options are present. If you want more like velvet surface subsurface scattering you need to apply a uber surface from omnifreacer. Some shaders coem with additional options lie the some stone shaders where you can alter the frequency and undulation of the stone, direction where it comes to wood shaders etc.
Welcome to the New User's Contest ebonartgallery.
I have added some guide marks to your image. These are the 4 intersecting points of interest in an image when using the Rule of Thirds.
You might want to try moving the camera slightly so your main figure's head is located closer to the upper left point and perhaps back a bit so his leg is not cut off at the ankle.
You have a great action sequence image. I have no experience in martial arts but the pose of the main figure looks natural to me...nothing feels off about it. I am looking forward to seeing what you do with this image.
WOW what a nice render ebonartgallery
Quick question about importing files from an outside source. I have come across several freebies that are obj. files with textures some with maps. where do I put these in my runtime? What folder so they show up when I want to put them in a scene.
Okay, after several false starts trying to get my bear scene set, I managed to render the attached. I'm still playing with the surfaces and the lighting. Right now I have a 3 pt. setup and an HDR in the environments map. I'm not happy with all of the white on the bear's fur. I would have had this done earlier, but I managed to crash DS twice and, then, when I thought it was safe last night to render again, Windows destroys my render by rebooting to fix some error they caused in Tuesday's update. Every time I think I have my computer set to not do automatic updates, Microsoft still manages to interefer with my renders. I miss having my main computer as an exclusive Linux box.
Anyway, I'm still working on it, but if anyone can give me input on anything other than the really obvious flaws that I need to take care of with his fur, tell me. I do have to say that I like the DOF that I have setup so I hope no one picks that apart. I think I did manage to fix his eyes so that is a plus. It would be easier to do this bear if I didn't have to re-export the fur geometry everytime I close DS. I really need to shoot AM a message an see if he has figured out a way to save the geometry yet. My luck, that won't be a feature until the new version of LAMH. Right now, it is a little like playing with the Dynamic Clothing plugin. Every time you change the pose or close the program, you have to re-export the hair geometry. Before I started this bear, I was happy with my machine, too. Now, I'm thinking that extra memory I held off of buying might worth getting. Right now, I'm only working with 16 GB which might be pushing it with the bear and a full environment scene. I ended up having to remove a lot of the unseen geometry of the environment, Forest Autumn, just to be able to move the camera around. Any time I needed to make major changes, I have to hide everything except the bear in order to work with it and not have DS be as slow as molasses.
I created a file folder specifically called Objects. You have to import them into DAZ. File > Import > browse to file location > click on desired item > accept
You may have to apply textures/materials manually in surfaces tab
I like you DOF the only thing that is really bugging me is the red plume next to him. I am guessing its a plant that is fuzzy because of DOF but its too fuzzy, it just looks like a red blur. His eyes are definitely much better! Super cute. And it always stinks when one technology can't keep up with another.
Thank you!
Oh, thank you very much :) I've put a few other things up in my gallery, and of course I'll be adding to that.
I rotated it and also repositioned some figures so they didn't interfere overmuch with his body lines. I'm thinking that a slight blurring on the back wall by manipulating depth of focus might also be good - the back wall is detailed and might distract from the central scene in some ways.
I have been working on my rabbit textures.
These are really just expreriments to see what kind of results are possible using texture maps on the bunny model. It only came with a Diffuse map. I decided to create a bump map to start with and then created a displacement map. The displacement map creates real changes to the mesh pushing out small strands from the surface. I will likely dial it down a bit as it seems too much right now. I made sure to prevent the fur from being too long inside the ears, and zero for the nose. Prior to doing the fur stuff I smoothed out the rabbit (SubD) to get rid of any angular profile problems. In the image I did for last month I went about smoothing the profile in post, but this is the real fix for the issue!
I found a big difference between the 3Delight render and the Iray whereby the fur strands in Iray are very short in comparison with 3Delight image? They have the same settings? I tried different displacement values to see if I could get the fur to get crazy long, but to no avail? Any ideas anyone?
Left attachment is Iray original
middle attachment is updated Iray version
Right is 3Delight Updated - Looks more like a stuffed toy.
Attached is what i have so far, i've been looking for an excuse to try fps hands for a while. There was a tv remote but it wont make it into the final version i was having loads of trouble trying to pose it without poke through. I've reused my bus stop preset model as an additional tv watcher. Adjusted the skin settings for less gloss. Also reused a previous render as the image on tv.
I always have trouble with poke through! Someone mentioned deformers as a good solution for a lot of these problems.
Check out this video tutorial.
https://www.youtube.com/watch?v=7SEBV2GHJHA
thought i recognized what they were watching.
Well I went and did the shader tutorial and it had some very interesting things in it I could do to change my marterials around.
Plz Tell me what you all think of the weave on her dress I did that using shader mixer. Was hard to follow though cause it is for version 4.3 but I got through it and made my own shader with weave (Pats myself on the back) Now if I can get it to post is another story lolz seems to be unknown error happening and it is only 600x600
I'm still very reluctant to let windows 10 on my computer, becaus of these stories, can you pull the plug on the internet for the times rendering? Things like these are very annoying.
For the bearcup, that comes along very nice, I like the environment and the floor with the grass has a good feel to it. And I agree on the DOF ;-) its very good. I wont say anything about the fur as you know that already but I am going to nitpick on the leaves, the look surprisingly flat and unstruktured. I have them as well and they com with a nice bump map, but I'm not sure if they react different in Iray...
I think this format works much better the motion lines are much clearer. the blurring of the background would be usefull but ther is a second option that is motion blurr. You can add that option in yorur advanced render setting (tricky part is about what gets moved will be blurred, so if your guy shoulb be the clear focus of action you need to group verything else and move that, well not the camera, best thing to do with the camera is to parent it to the guy in this case...) I guess I would remove those wooden boxes and put some other junk in there, it look to clean, as well the floor, you could use the griminizer on that or work along the suggestions earlier in this thread. I would mess up those zombies as well they look a bit to washed ;-)
I think the newer iray version comes pretty good, and I agree that the 3dlight version seems like a stuffed rabbit. I don't remember what you used as a texture to start from, so if that is designed as Iray shader the 3dlight will always have trouble rendering it. For the fur I would be using the displacement in the lower than 10% area and the larger part by bump (its probably on of the 3dlight s problems). Maybe a noise map is something you could use as well. For some body parts you could as well use the velvet from the ubersurface, like for the inner ear. Lovely project!
I would love to see the remote used again, but yes I can see the trouble. It's a fine line between something not grabbed really and stuffed into the body. There are some products for squishy body surface adjustment but I don't have those either. You did work the prblem very good with the hand on the glass (great refaction use there as well!) Her skin is much better with the reduced glossiness and the render is not so whitewashed. so good work altogether.
You could try to get her hair away from the head in the neck area, there is probably a movement modifier in the parameters for that.
Now the situation in your render is all very quiet and not much happening, so the viewer might move on rather quick, how about giving it a turn that makes the viewer stop like the supergirl coming out of the screen and the couple in your render a bit out of it for the surprise? Just an idea
If you want to attempt motion blur ( either on this render or a future project ) there is a very good tutorial in Issue 3 of the DS Creative Magazine on Page 50.
I have had Windows Updates kill iray renders that were almost done ( this is even before Windows 10 came out which I have not installed and do not intend to at this point ). I tend to first check to make sure there aren't any updates waiting to be downloaded/installed. Then I shut the internet off on that computer. I do not have a nVidia card so my iray renders are CPU only...which can take days to complete depending on what I am doing...losing a render after 2.5 days of rendering to a Windows Update was a little annoying.
Ouch...
I've had an annoying development. Not sure if it's related to Windows Updates or not. Probably not...but it's still a pain!
I have been working on DollyGirl's project, and I finally got all the parts collected. Got the scene together, fixed some poke through, posed, saved, etc.
Now every time I load the scene, DS crashes. I can load other scenes, etc. This one seems bugged somehow. I have rebooted, loaded other scenes first, tried to load from the "recently opened" shortcut thingy, used the regular open and browsed to the file. Nothing. Crashes every time.
I have no idea what the problem is.
I have been going through the DS Creative Magazine making a list of all the available tutorials and there is one in Issue 7 titled Obj's to Props on page 72. Might be worth taking a look.
Can you post the warning portion of the crash report. It should be down at the bottom of the report
Thank you! Tons of family stuff this weekend hoping to catch up on stuff tomorrow afternoon evening. Haven't touched my scene since last week. Ugh real life can be so annoyting lol
I've taken in the advice given and done a new version. It's not a finished render as this stopped at the 15k iterations limit I had, with about 65% converged after 11+ hours. (I've removed the limit now for future versions) The main change is the picture format and camera angle where I've also had the old advice "Kill your darlings" in mind. One reason for the previous angle was to show some cleavage (I'm a simple man, I like cleavage...) while still keeping the nudity within ToS. Other changes are adjustment of the woman's pose and the Mystikoi has got a whole new pose and also reduced glow from its wings. I discovered that the Mystikoi has lots of bones making it very poseable. A really great product, I have to say.
Still need to reduce bloom and find the cause of that rectangular shadow on the woman's forehead.
This new format made me discover another problem. It was there in the previous version too but then I didn't notice it. The sky in the background looks kind of like there's a giant blue moon in the middle, while at the edges of the image the sky is the darker colour I want.
As my previous post was on page 6 I'm attaching the previous version here again.
Wow! You guys have been busy! lol! After finishing the tutorial, I managed to get back to work on my project. Normally I do spot renders to test then go for the big render. But this time I did my spots and thought I had everything good for a big render so started that - and saw some glaring corrections I needed to make, cancelled, fix, re-render.
It turned into a wash repeat of that cancelling the render before it ever got to 50% about ten times. But I went to fix the camera angle for the billionth time and my mouse slipped.
Crap - gotta start all over because it nearly hit the virtual floor and was pointed up at the character.
Hey . . . wait a sec . . . that's kind of a cool angle.
I went ahead and did a partial render - again - then saved the file separately rather than save over the original project.
His arm and stuff is cut off and looks like it isn't attached to his shoulder right because like I said it was a slip of the mouse, but I think I actually like this one better and might work on it a little more to see if I can fix it.
What do y'all think?
Cheers,
Kath
I've noticed that same rectangle in my own image. Using Arabella 7. I have no idea where it is coming from. I'm going to try fill lights and see if that helps.