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I reloaded the ocean and removed the sea foam. I also removed some of the rocks to declutter the look. Thoughts?
Thank you MN-150374 for the reminder about increasing the pixel samples, and for taking the time to create sample renders! I had increased pixel samples from 3-6 when I first set DOF on, but haven't changed them since. Will do that now before making any other changes and see how it comes out.
Thanks also for the link to the sample brushes! I downloaded them and used the .pdf tutorial yesterday to learn how to apply brushes in Gimp.
Thanks again!
The water lacks the water feeling, not enough transparency maybe? I know on a scale like this water is not really transparent. What kind of water prop is that, and which renderer are you using? The rocks, I think would need more ramdom distribution with the larger ones mostly close and the smaller ones further away. In the moment they look a bit like floating, lacking the feel of gravity. As an idea for reference try looking at photos from volcano eruptions.
Thank you @Isidorn and MN-150374.
In this version, I increased pixel samples (x and y) to 16, set max ray trace to 1 (it was zero), and used a shading rate of .40 (it was 1).
I changed the blood spatter color and opacity on the charging skeleton's shield, so hopefully it looks more muted. I also added a dragon in the distance coming to the elf's rescue.
I don't own that set, so no explicit tips from me but what I would advice to check is if the reflection is set to environmental so it actually reflects the sky (if that setting is available). And then to have a look into the opacity settings, and twiddle around with that one a bit. From the promo images it looks like some of the settings handle opacity very nice, maybe load a few other settings in a different scene and look what the different settings are there so you have a basis on what to change.
Nice improvements on this one. Just an idea you could try to add those blood and dirt things to the skeleton itself as well, its very clean right now
This is really coming along. You have received some good advice. I love the changes you have made.
I have Ocean Wide. Are you using the skydome that comes with it?
I think what bothers me about the water is there does not seem to be any connection between the water and the land. I cannot really tell where one ends and the other begins.
I like the changes you have made...going lighter and to the yellow makes a difference.
Perhaps it is where the DOF is focused but I found the sword hard to spot. I am not sure I would have seen it if you hadn't mentioned it. Maybe add some contrast between the colour of the dragon parts of the sword so it stands out a bit more?
The DOF is strong. I realize you plan on adding more buildings but did you consider a different camera angle and concentrating on the Dragon and the building? Just a suggestion.
Looks good. I love the attitude each individual seems to have in their walk.
Thank you so much, @Kismet2012! I found some free cobweb brushes so I might add them to some of the spaces between the wood rails.
Thanks @Linwelly! I'll give it a shot!
Made some changes to my angry Cheetah Girl yesterday, so here's version b.
And here's a few idea's I had these last few day's that wouldn't leave me alone, so here they are for feedback.
P.S. the last one is hot out of the Iray renderer.
Thanks Kismet, I'm glad to read that.
I have a start for my entry this month. Since I don't really feel like as much of a beginner, anymore, where Iray is concerned, I'm working in 3Delight this month since I'm still not comfortable working in that render engine and I'd like to improve my skills there. I'm working on an Old West Town. I haven't decided if there will be people and make it an actual town or have some animals in it and make it a ghost town. What I have is a very basic start. I'm using Flipmode's Outback for the ground. I've left the plants in it for now. I haven't decided if I'm going to go for an old Outback town or if I'll keep it strictly American Old West. I don't really have that many great environments for an Old West town. So, this one will have to do. I have to go through my stock of plants and see what I have to switch it around if I decide to go American. I might have to tone down the orangy color of the ground if I do that. I'm not sure yet. It's still in the very preliminary, what the heck am I doing type of stages. But I kind of have my camera where I might want it and my DOF blocked off to kind of figure out where I want everything. That's all subject to change as I work on it, of course.
Any input welcome. Lighting is going to be a pain. I know what I'd do if it were Iray, but I still have a hard time with lighting in 3DL. Right now I just have the Skybox and lighting that comes with the Outback environment with all of the default settings.
@Dawnblade: Well done!
@Holloko: Looking up some reference photos. I agree with Linwelly, in your image there is some Reflection missing on the water surface. But it should not become polished mirrorlike. Probably a displacement map could simulate a waved surface?
@Knittingmommy: As suggestion to populate your scene, what about birds and horses?
Thanks for the advice .
Will try it next time - am currently a bit exhausted after trying to catch the catch-up ( ketchup?? ) sale literally in the last minute...
( actually it worked - but I need to make my item-selection use less time it seems... )
( Is there likely another one this month? I missed a few to me rather important parts - G3Clones & pwShadersBundle... - though, does the latter make sense in IRay ??
Also missed the Dragon3-Bundle when it recently was on sale, but the selection here is simply too large to get everything, anyway... )
P.S.: Is there a way to turn off that damned auto-lineinsert here? Sorry for the formulation, but at times it makes formatting my posts quite unnerving...
Back@Topic:
Any hints on improving my flames' looks?
Also,
Maybe add more reflection/metallicity to them?? Or apply a more appropriate shader to them ( somehow remember the texture-paths and such before doing so, though ) ?
They look a lot like plastic, judging by their lack of reflections - somehow remembers me of my first flame-render on p2... Thus propably I also should try a few different shaders - problem is, I have only one emissive one ( and also don't know how/if I can open finished shaders in the shader-editor to apply emission myself ) .
Anyway, nice pic of yours there .
I'll try to give you a hand with the 3delight settings as far as I can. For starters alsways check your lights if the shadow setting is on and put it to raytrace.
I'll see what I have. I know I have horses. I'm not sure what birds I have.
Thanks. I'll check those settings. I don't know what they are set at right now.
@Knittingmommy - Ghosts? Like a ghost town?
Maybe. I'll have to think about it while tracking down assets to use with it.
Thanks for the input Kismet. Made a few tweaks.
Here is a good lighting video that Val Cameron from Dreamlight made for 3Delight, and here is his video for render settings, again specific to 3Delight.
If you don't have reflective surfaces in your scene, you can set Max Ray Trace Depth to zero, which will help speed up your renders. I think the default is 2.
Shading rate's default is 1. The higher the value the faster the render but your image will be grainier. Values less than 1 will produce images that are crisper, but can take a very long time to render. I mistakenly set mine to .20, and it was still rendering 36 hours later. I've seen recommendations for between .40 - .80. Here is an article about it with sample renders.
Pixel samples: See the excellent comment above by MN-150374, with 2 sample renders of a sci-fi scene. Sorry, I don't know how to link to a specific comment.
Hope this helps!
Just a couple things I see with this render.....1. you should not have any of the things in the mirror DOF, 2. I tink a little less DOF on the items on the dresser would be better.
Very nice idea and the DOF fits good. The only thing bothering me are the flames in the back, do you have a different pro you could try as fire? or tone down the amount of light coming from it, especially the red part.