Show us your 3Delight renders

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  • Sven DullahSven Dullah Posts: 7,621

    Flipmode's new Tower of Hope + my shaders... still a WIP

     

    Nice shaderworkyes

    Does the set have an interior too?

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited July 2019

    Flipmode's new Tower of Hope + my shaders... still a WIP

     

    Nice shaderworkyes

    Does the set have an interior too?

    Thanks!

    I'd say yes, though it's pretty barren and the rooms are very small. It's a watchtower not a castle :)

    I used 40 mm cameras and added a light behind - the rooms are also pretty dark (one render without the extra light, just the sun and sky)

    ...the random white spots/rectangles are subdivision-related artefacts. Hopefully they're only a thing in the built-in 3Delight version.

    UPD: gotta link to the product page - https://www.daz3d.com/fm-tower-of-hope

     

    fm_towerofhope_alittlemorelight.png
    600 x 600 - 539K
    fm_towerofhope_sunonly.png
    600 x 600 - 506K
    fm_toowerofhope_maintowerintfloor.png
    600 x 600 - 583K
    Post edited by Mustakettu85 on
  • Sven DullahSven Dullah Posts: 7,621

    Flipmode's new Tower of Hope + my shaders... still a WIP

     

    Nice shaderworkyes

    Does the set have an interior too?

    Thanks!

    I'd say yes, though it's pretty barren and the rooms are very small. It's a watchtower not a castle :)

    I used 40 mm cameras and added a light behind - the rooms are also pretty dark (one render without the extra light, just the sun and sky)

    ...the random white spots/rectangles are subdivision-related artefacts. Hopefully they're only a thing in the built-in 3Delight version.

    Hmm, wishlisted;)

  • Sven DullahSven Dullah Posts: 7,621
    edited July 2019

    Worked a bit more on my Medieval Lands set. https://www.daz3d.com/medieval-lands

    I just have to accept that I can't replicate the ground with 3DL shaders. It is a custom MDL shader (shader mixer network) that uses atleast 8 diffuse overlays with masking and whatnot. I opened it in shadermixer and it is quite an impressive sightlaugh

    image

    Medieval Lands awe 4.png
    1920 x 1080 - 3M
    Post edited by Sven Dullah on
  • Mustakettu85Mustakettu85 Posts: 2,933

    Worked a bit more on my Medieval Lands set. https://www.daz3d.com/medieval-lands

    I just have to accept that I can't replicate the ground with 3DL shaders. It is a custom MDL shader (shader mixer network) that uses atleast 8 diffuse overlays with masking and whatnot. I opened it in shadermixer and it is quite an impressive sightlaugh

    If the masks are bitmaps, you could try adding geometry shell layers with a tiny offset, so that they'd be like peeling paint. You can disable shadow casting per-surface, so that there is no extra performance hit.

  • Sven DullahSven Dullah Posts: 7,621
    edited July 2019

    Worked a bit more on my Medieval Lands set. https://www.daz3d.com/medieval-lands

    I just have to accept that I can't replicate the ground with 3DL shaders. It is a custom MDL shader (shader mixer network) that uses atleast 8 diffuse overlays with masking and whatnot. I opened it in shadermixer and it is quite an impressive sightlaugh

    If the masks are bitmaps, you could try adding geometry shell layers with a tiny offset, so that they'd be like peeling paint. You can disable shadow casting per-surface, so that there is no extra performance hit.

    I've thought of using shells. The problem is the tiling. Would need to use 512x512 for diffuse- and controlmaps, 1x1 for the masks. Well not entirely true... the MDL shader has 8 or 9 texture instance mask bricks that I think are using some sort of coordinates. I just had a brief look in there, but there's a lot of independent tiling going on, both for the diffuse layers and controlmaps, such as normalmaps. With my skill level I'd be gone for years trying to make sense of all that=)) I also made an attempt to use LIE for stacking a number of diffuse maps with the corresponding masks to create a bit more detail to it. Well partial success, but the tiling gets a lot more obvious that way. Have yet to try the coat layer in aweSurface. It has independent tiling, maybe I can utilize that in some way;)

    Post edited by Sven Dullah on
  • Oso3DOso3D Posts: 15,011

    Yeah, I’ve hit issues on several products where I’d like to make 3dl materials but realize I’ve relied on quirky Iray only parameters which would greatly complicate it.

    alas.

  • Sven DullahSven Dullah Posts: 7,621
    edited July 2019

    ...the creepy heap from the deep...

    image

    deep down awe.png
    1920 x 1080 - 3M
    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited July 2019

    ...the farmer's daughter...

    image

    The Farmer's Daughter pp.png
    1800 x 1350 - 3M
    Post edited by Sven Dullah on
  • Mustakettu85Mustakettu85 Posts: 2,933

    Worked a bit more on my Medieval Lands set. https://www.daz3d.com/medieval-lands

    I just have to accept that I can't replicate the ground with 3DL shaders. It is a custom MDL shader (shader mixer network) that uses atleast 8 diffuse overlays with masking and whatnot. I opened it in shadermixer and it is quite an impressive sightlaugh

    If the masks are bitmaps, you could try adding geometry shell layers with a tiny offset, so that they'd be like peeling paint. You can disable shadow casting per-surface, so that there is no extra performance hit.

    I've thought of using shells. The problem is the tiling. Would need to use 512x512 for diffuse- and controlmaps, 1x1 for the masks. Well not entirely true... the MDL shader has 8 or 9 texture instance mask bricks that I think are using some sort of coordinates. I just had a brief look in there, but there's a lot of independent tiling going on, both for the diffuse layers and controlmaps, such as normalmaps. With my skill level I'd be gone for years trying to make sense of all that=)) I also made an attempt to use LIE for stacking a number of diffuse maps with the corresponding masks to create a bit more detail to it. Well partial success, but the tiling gets a lot more obvious that way. Have yet to try the coat layer in aweSurface. It has independent tiling, maybe I can utilize that in some way;)

    The coat in aweSurface is for varnish and thin film effects with separate specular and relief controls, I think.

    Actually for the best result you could use a surface replicator (either one from the store if you have it, or Tofusan's free one from ShareCG) to cover the ground with instances of small rocks and grass blades. All replicators have altitude and slope controls, and randomizing in terms of scale / rotation.

     

  • Sven DullahSven Dullah Posts: 7,621

    Worked a bit more on my Medieval Lands set. https://www.daz3d.com/medieval-lands

    I just have to accept that I can't replicate the ground with 3DL shaders. It is a custom MDL shader (shader mixer network) that uses atleast 8 diffuse overlays with masking and whatnot. I opened it in shadermixer and it is quite an impressive sightlaugh

    If the masks are bitmaps, you could try adding geometry shell layers with a tiny offset, so that they'd be like peeling paint. You can disable shadow casting per-surface, so that there is no extra performance hit.

    I've thought of using shells. The problem is the tiling. Would need to use 512x512 for diffuse- and controlmaps, 1x1 for the masks. Well not entirely true... the MDL shader has 8 or 9 texture instance mask bricks that I think are using some sort of coordinates. I just had a brief look in there, but there's a lot of independent tiling going on, both for the diffuse layers and controlmaps, such as normalmaps. With my skill level I'd be gone for years trying to make sense of all that=)) I also made an attempt to use LIE for stacking a number of diffuse maps with the corresponding masks to create a bit more detail to it. Well partial success, but the tiling gets a lot more obvious that way. Have yet to try the coat layer in aweSurface. It has independent tiling, maybe I can utilize that in some way;)

    The coat in aweSurface is for varnish and thin film effects with separate specular and relief controls, I think.

    Actually for the best result you could use a surface replicator (either one from the store if you have it, or Tofusan's free one from ShareCG) to cover the ground with instances of small rocks and grass blades. All replicators have altitude and slope controls, and randomizing in terms of scale / rotation.

     

    You mean Ultrascatter and Instances+? Yea have them both:)

  • Sven DullahSven Dullah Posts: 7,621
    edited July 2019

    ...and the farmer...

     

    image

    The Farmer awe.png
    1800 x 1350 - 3M
    Post edited by Sven Dullah on
  • JamesJABJamesJAB Posts: 1,760

    Here's an old 3Delight render of mine from 2010.

  • Sven DullahSven Dullah Posts: 7,621
    JamesJAB said:

    Here's an old 3Delight render of mine from 2010.
     

    Nice:) I think I started with 3DL around 2009-2010, won't share any pics from back then=))

  • Mustakettu85Mustakettu85 Posts: 2,933

    Worked a bit more on my Medieval Lands set. https://www.daz3d.com/medieval-lands

    I just have to accept that I can't replicate the ground with 3DL shaders. It is a custom MDL shader (shader mixer network) that uses atleast 8 diffuse overlays with masking and whatnot. I opened it in shadermixer and it is quite an impressive sightlaugh

    If the masks are bitmaps, you could try adding geometry shell layers with a tiny offset, so that they'd be like peeling paint. You can disable shadow casting per-surface, so that there is no extra performance hit.

    I've thought of using shells. The problem is the tiling. Would need to use 512x512 for diffuse- and controlmaps, 1x1 for the masks. Well not entirely true... the MDL shader has 8 or 9 texture instance mask bricks that I think are using some sort of coordinates. I just had a brief look in there, but there's a lot of independent tiling going on, both for the diffuse layers and controlmaps, such as normalmaps. With my skill level I'd be gone for years trying to make sense of all that=)) I also made an attempt to use LIE for stacking a number of diffuse maps with the corresponding masks to create a bit more detail to it. Well partial success, but the tiling gets a lot more obvious that way. Have yet to try the coat layer in aweSurface. It has independent tiling, maybe I can utilize that in some way;)

    The coat in aweSurface is for varnish and thin film effects with separate specular and relief controls, I think.

    Actually for the best result you could use a surface replicator (either one from the store if you have it, or Tofusan's free one from ShareCG) to cover the ground with instances of small rocks and grass blades. All replicators have altitude and slope controls, and randomizing in terms of scale / rotation.

     

    You mean Ultrascatter and Instances+? Yea have them both:)

    I meant two "levels" of Ultrascatter :) Haven't even heard of Instances+.

    Either way, I know that the first Ultrascatter also supports masks (the manual calls them density maps). So you could also make use of those that come with the ground.

  • Sven DullahSven Dullah Posts: 7,621
    edited July 2019

    Testing Mustakettu's new radiumcatchersmiley

    image

    The farmer radiumcatcher awe 2b.png
    1920 x 1080 - 3M
    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621

    Testrender of The Lake Village converted to aweSurface: (HDRI by agent unawares, tks mate)

  • Sven DullahSven Dullah Posts: 7,621
    edited July 2019

    Adjusted some surfaces and lighting...

    image

    Lake Village 2 awe.png
    1920 x 1080 - 4M
    Post edited by Sven Dullah on
  • Mustakettu85Mustakettu85 Posts: 2,933

    Adjusted some surfaces and lighting...

    Quite an impressive set of materials :)

    I'd use a metallic copper on the barrel bonds, though. Those white highlights are really bright and stand out.

  • Sven DullahSven Dullah Posts: 7,621

    Adjusted some surfaces and lighting...

    Quite an impressive set of materials :)

    I'd use a metallic copper on the barrel bonds, though. Those white highlights are really bright and stand out.

    Tks for the feedback:) Yes it took a while to go through those materials, indeed. Also had some issues with bad normals, luckily the "use face forward" fixed them.

  • Mustakettu85Mustakettu85 Posts: 2,933

    Adjusted some surfaces and lighting...

    Quite an impressive set of materials :)

    I'd use a metallic copper on the barrel bonds, though. Those white highlights are really bright and stand out.

    Tks for the feedback:) Yes it took a while to go through those materials, indeed. Also had some issues with bad normals, luckily the "use face forward" fixed them.

    Bad normals, always such a disappointment =(

    Are you using the right-click viewport functionality of the surface tool, BTW? I discovered it accidentally a while ago, and it's such a massive help.

  • Sven DullahSven Dullah Posts: 7,621
     

    Are you using the right-click viewport functionality of the surface tool, BTW? I discovered it accidentally a while ago, and it's such a massive help.

    Yup:) Very handy especially when working with those massive sets;)

  • Sven DullahSven Dullah Posts: 7,621
    edited August 2019

    Stairway to Heaven

    image

    Stairway to Heaven pp awe.png
    1800 x 1350 - 3M
    Post edited by Sven Dullah on
  • LeanaLeana Posts: 11,715

    My latest render...

    Delirium:

  • Faux2DFaux2D Posts: 452

    3Delight + some photoshop

    67233697638.jpg
    569 x 1300 - 278K
  • SaphirewildSaphirewild Posts: 6,668
    edited August 2019

    Here is one I did about a month ago that I took into Gimp and reworked it a bit!!

    Pool Party2.jpg
    800 x 640 - 508K
    Post edited by Saphirewild on
  • nattaruknattaruk Posts: 535
    edited August 2019

    Penny Climbing

    She had become so immersed in the book it was a demanding challenge to climb back out.

     

    Post edited by nattaruk on
  • Sven DullahSven Dullah Posts: 7,621
    edited August 2019

    ...meanwhile, back on the Alpha Base...

    image

    Alpha Base and Dropship pp awe.png
    1920 x 1080 - 3M
    Post edited by Sven Dullah on
  • Leana said:

    My latest render...

    Delirium:

    So cute!  I love her streaky hair :-)

  • I finally stayed awake long enough to bring a file to completion - I never realized how exhausting anaemia could be!

    Mer-made sm.jpg
    1400 x 2800 - 2M
This discussion has been closed.