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That would depend heavily on the tone of your story....
This is a nice work, though unfortunately I can't tell you how to get the rainbow into your raindrops in postwork. I believe the water is done in Post as well? I'm pretty pretty sure that if you work in layers you can have one layer with the water and one with rainbow, or paint over the rainbow so that the colour catches only where the droplets are. I know I had something like that happen one in Gimp though I wouldn't be able to remember what I did to chieve that.
Now If you were asking how to ge a rainbow in rain for a render, I would be able to give a hint.
A rainbow in rain in-render sounds like it would murder my poor computer!
OK, so continuing my theme of learning postwork, here are two images from two tutorial processes. The first I approached by way of giselle3000:
This is is me exploring the Anisotropic setting in the Diffuse filter under stylize. Among some other things.
I also just finished following ShibaShake's postwork tutorial (http://thinkdrawart.com/step-by-step-daz-studio-post-work-tutorial) on an image.
I'm pretty happy with the pose (even though there's a bit of clipping) because this picture started with a real-life photo of somebody sitting much like that and me deciding to see if I could emulate it.
Really like the subdued colors and lighting in this one - great job! (your pose looks good, too)
- Greg
Thank you for sharing that tutorial link. You did a wonderful job with it.
I'm going to share a Photoshop file here that goes through the layers of lighting an image (as well as the Shiba Glow sequence I used above). I tried to label the layers clearly. It can probably be opened and played with in anything that opens Photoshop files. Basically: individual light layers (all quite dark) screen-blended and layered over a black background, with some speciality layers over that. Turning off the individual light layers will turn off the lights. It's like magic! Changing opacity will dim them. Duplicating a layer will brighten them. (That's the use of the All Interior Lights Merged layer.)
https://dl.dropboxusercontent.com/u/11290083/Screen%20Blending%20Samples/Against%20The%20Cold%20combined.psd
(The rendered pngs are in the same Public folder on dropbox. The image is the set for a future piece of art that I'll work on more once my new computer arrives and is set up. I'll be excited about that in another post. :)
I spent days working on this after I got my new computer, but I think it's... just very hard to do a scene with lots of figures and have any of the good parts come through. I rendered around 10 different light layers across two days. But other than some light masking and the smoke, there's actually not very much postwork.
What a fun render! Love the idea and the lovely afternoon sunlight.
Thank you! I might come back to the idea again. Meanwhile, something simpler.
Just popping in. You have some great artwork in here. I have no advice for the whole rainbow thing on the one image, but I like the idea of keeping the rainbow contained within the globe. No idea how to do that in post.
I absolutely love the unicorn image! Very well done. I like the post you did. I'd be curious to see what it looked like before you started the post work. I might have to take a closer look at Giselle3000's thread. I haven't been in there since she first started it.
The unicorn image was rendered in a lot of layers so I don't have a good pre-work composite to share unfortunately... it was pre-new computer and I needed to break it up so I could get it big!
I need to get over my hangup that I only ought to post gallery-worthy works here. I'm constantly messing about with stuff in Daz and Photoshop and I save off so many test images... my Render Directory has a Sketches subdirectory, a Test Renders directory, a Photoshops directory (with subd Digital Stock) and a Finals directory....
Anyhow, yesterday and today I've been poking once again at anime characters, my long-time nemesis. I popped up some art from a visual novel I enjoyed and tried to morph Star into Fuka. I did not succeed but I DID manage to turn Star into somebody I'd use without modification (Star herself has always been a mix-in for me because while I approve of the model in general her specific look has never appealed to me). Then I did some experimentation with arty filters. Including that here, 'Tenna' alongside her sister Star. It doesn't LOOK like a huge difference but it's enough to totally change my reactions....
Fiilterforge Ultrasketch, Topaz Clean Flat, merged, and Topaz Cartoon Detailed to clean up some artifact shadows left on Tenna from the linework filter.
Next up I need to once again try morphing a male model into a suitable anime boy. That was one of my very first projects! Not sure I'll do any better now but I have a bit more material to work with, at least. Including older Hiros, although I hate to give up the expression flexibility of G3, especially when planning a bunch of expression sprites.
I decided to GIVE UP ON ENVIRONMENTS. I mean, temporary. But I was frustrated with integrating characters into scenes. So I decided to do a series of pictures with only symbolic backgrounds. Then I decided they needed sort of CCG-style frames to really work, started looking for those, got distracted by FilterForge and a deeper understanding of surface shaders, decided maybe I could make my own shaders, got distracted by 3dpainting software, then Hexagon was available for $2.50 thus reaching my 'no more than $5' threshold and then I realized I still needed to make a cover for the fairy tale novella I wrote that I'm releasing as a free ebook to my Patreon patrons before converting it into a script for a visual novel....
Oh, and also I bought Marshian's Projection System, Sketchy, and SimTenero's Randomizer, loved them all, and then sadly returned them because I realized I wouldn't use them in my current workflow at all and that money was better spent elsewhere. LIKE ON THE AEON SOUL CATALOG I PURCHASED LAST NIGHT HELP ME GOD.
Anyhow... here's some of the renders of the 'HELL WITH YOU ENVIRONMENTS' series.
some fantastic renders here DF!!!!
Thanks, Saphirewild!
I've been using a batch renderer to set up a bunch of renders and then run them while I sleep. Last night I did a mix of placeholder art for my kinetic novel/visual novel and a couple of 'fun renders' and woke up this morning to a cornucopia of new images. I picked up the Iray Worlds thing a couple days ago, and the Superpak last night, and it makes things ridiculously easy. It's funny how stuff that came out before I started that doesn't feature much I always kind of assumed was 'old' and thus nonfunctional somehow. I had a few bad experiences early on with Poser stuff and of course the endless links to broken tutorials on the old ArtZone wiki... gave me a bad taste. So while I always admired the Magix-101 stuff, I figured it was.... old fashioned. And maybe it is, since it uses a dome instead of an HDRI, but wow does it make pretty things easy.
I also made this which wasn't quite as easy but still takes the majority of its strength from the backdrop, I think.
On the visual novel front... I have spent some time over at the Lemmasoft forums (which are focused on VN) but they have a really negative attitude toward 3D art. But I finished my manuscript and I'm in the process of converting it to a script, and that's been a lot of fun. As I said, I did a bunch of placeholder renders of a few characters showing different emotions (I can share later) and then I realized I should really figure out if I actually want them 3/4th view or straight-on to the reader. A lot of VN work as dating sims with the player as the protagonist, so they're face on. But my story is, well, more of an illustrated novella with music, and the viewer/player is just the audience, so I had everybody 3/4th. I think I must have picked up that idea from normal video games. Not sure if I want to stay with it or not, since I don't think the engine has a good way to control the facing of the art.
One fun thing about rendering character sprites is that I can just use 3delight for the furry critters and not have to struggle with getting Iray hair out of LAMH. I really enjoyed that.
I really love the scene on the bottom, very surreal. The pose fits scene so well too.
LAMH in Iray........I haven't wanted to smash my computer for a while now (Daz used to make me what to do that on a regular basis as I was learning the basics) But I get LAMH working in iray on a character. I save it before and again after I render, then close Daz. Then go back to the character to use it again in another scene and the LAMH iray files are MISSING!!! I import the fur as an obj, that works but now it's all WHITE! Grrrrrr - sorry, to go into a rant on you. I JUST closed Daz in a huff and decided to relax and catch up in the forums, and you went and got me going again. lol
I'm glad you decided to post more of your stuff, finished or not. How, exactly does one set up batch rendering?
I picked up a script over at Renderosity. I basically select a list of files and hit go. It then opens each file one by one, renders it to file, closes it, opens the next one. It has a couple quirks but lets me make the most of my composition time when I have a lot of renders i want to produce. Or even... more than one.
Interesting. So you set your scenes up and save them, then use the script to run the renders.
Yep. Sometimes if I want multiple takes on the same scene I have to save it under multiple names.
Hmm going to have to go look that up over there. Thanks!
This piece represents a milestone for me: it's the first time I casually ventured outside specific techniques I'd learned to adjust a picture. I wanted the top of the picture to have the original darkness that had been there before I adjusted the whole thing, so *bam* I put a gradient on a new layer and messed with its blend modes until I had the look I want. Simple, yeah, but until then I'd mostly stuck with adjusting in very specific ways.
In Ancient Hearts here, I did a few new things. I rendered it in light layers (although that didn't end up changing much from the rough comp render) and when I did so I experimented with gathering up just the radiance of the flowers, in case I wanted to use them as more of a light source without blowing them out. I did this by setting the petals' cutout to .001 which resulted in them being transparent but their emissive light still doing its thing. I also did that with the wings. I didn't end up using either of those layers but it was fun learning I could. I also added fog in postwork instead of waiting for a long volumetric render. I don't really like how it came out. I also did some casual mask work in this one, putting masks on the tree trunks and the distant fountain waterspout to preserve them from filters and blending modes. It was so cool to just do it, and the command that FINALLY made masks really click for me was the Layer -> vector mask-> reveal all/hide all. I do that, then paint on that and suddenly I can do what millions of other Photoshop users could do ages ago!
This one feels extra-special to me. That is, I love it. I played extensively with Nik Filters on this one, and I took heavy advantage of the ability to brush Nik Filters in place. I think some of the Topaz Labs stuff I have also allows for that and I'll have to track it down (and I guess at that it's just an automated masking technique so I could do it with anything.) But doing it within Nik was very fun and satisfying. I'm really delighted with the way the child in the window looks extremely real, while the 'gargoyle' outside has a dreamy painted unreal look. If only it wasn't so very dark, I'd try to do something like print it out to put on my wall. But alas. I have not yet worked out how to do night scenes without ruining any printability.
I can't figure out what to call this (titles are important to me) and so I'm stalling on posting it in any gallery. One of the only times I didn't feel like something needed any postwork or filters (except I've dirtied up the shoes a bit because the Iray Decal Kit defeated me). I'll at least make notes here about what I used.... Sacrament, Gargoyle Hound, IDG Effects, Khory's ceramic shaders (I think), Aeon Soul's new pants, Patty's Top and Sweater, light from TerraLuna... Charity Hair... Treadz... Ron's Grunge (well, in PS version)... Ceridwen... Bed Hogs pose... Oh! Sveva's hair shaders from Renderosity, which are.... even better than UHT, in my opinion. At least out of the box.
I really, really need to learn the skill of discovering an initial idea simply doesn't work and move onto something that does, instead of setting my jaw and deciding to MAKE IT WORK and spending nine hours on it before finally giving up.
Kitbashing for greater spaceshippery. I need those Nurnie sets.
The Batch Render for Daz Studio does the same thing- I don't know if it works for Iray though. Just wanted to pop in and say lovely renders!
Beautiful renders! I've also purchased a bunch of Sveva's tutorials and need to work my way through them. And a ton of other things. One of your posts about the stuff you bought and needed to do cracked me up. You sound a lot like me!
I am now going to spend today attempting to create a forest scene.... FROM SCRATCH. Okay, from Kitbashing-Scratch. One that will fit my render-power budget and have room for all the scene bits I need for my project. Step one: find an appropriate ground plane. I'm currently looking at the Forsaken Village ground plane, retextured with the Blue Bell wood texture. Gotta see what else I have a bit more and then.... onto my tree collection. STAY TUNED.
All right so I spent, er, an hour retexturing the Witch House (or 3 Raven Court as it's TECHNICALLY called) and then decided I ought to get on with forest building. First step! Inventory trees. I should probably put them all in one distinct folder somewhere.... let's see... what do I have....
You know what I don't have? CHESTNUTS. That Whitemagus guy sure did his research. BRB.