Time for sharing, what I have no idea!

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  • SzarkSzark Posts: 10,634

    not to be little anyones 4.9 upgrade issues but I run a tight ship and within ten minutes I was upgraded with no issues. Half hour to CCclean and back to work like nothing happended, DAZ Connect connected and works a treat. Smart content and catagories are still present and correct. 

  • AJ2112AJ2112 Posts: 1,416
    edited February 2016

    Awesome ! visually impressive.  Dof very cool, lighting is well balanced.  Certainly can see the composition rules in sci-fi render.  Great job bud :)    

    Post edited by AJ2112 on
  • SzarkSzark Posts: 10,634

    Thanks AJ

    Well I am 100% cured now. Went and cleaned out my wishlist from over 370 items to 84 and I will be cutting that list down even more today. From now one if I don't need it for an image I won't buy. At present I am not investing in Genesis 2 or 3 at all. I will stick with Genesis 1 and Gen 4. I wanted to try my hand at a realistic human figure, like I tried with Poser but the prices for the products I want is far too high for me at present, even on sale. Also the Iray shader for Skin could have been implemented a lot better to achieve a better higher quality realism, so I am told. I think I will stick with what I love Landscapes and Wildlife and just making different images.

  • nonesuch00nonesuch00 Posts: 18,131

    Wow, I like alot of these...but I think I like the oriental cranes the best although there are a few different themed renders I like than usual here.

  • SzarkSzark Posts: 10,634

    thank you nonesuch

  • AJ2112AJ2112 Posts: 1,416
    edited March 2016
    Szark said:

    Thanks AJ

    Well I am 100% cured now. Went and cleaned out my wishlist from over 370 items to 84 and I will be cutting that list down even more today. From now one if I don't need it for an image I won't buy. At present I am not investing in Genesis 2 or 3 at all. I will stick with Genesis 1 and Gen 4. I wanted to try my hand at a realistic human figure, like I tried with Poser but the prices for the products I want is far too high for me at present, even on sale. Also the Iray shader for Skin could have been implemented a lot better to achieve a better higher quality realism, so I am told. I think I will stick with what I love Landscapes and Wildlife and just making different images.

    Hi Pete, sorry for late reply.  Been busy brainstormin on new projects.  Wow !!! that's alot of content.  Truly, understand your position.  When I first began, I noticed I was purchasing, more then using content I had, I'd look through my content library, and noticed props I haven't touched at all, now I try to create scenes using what I have.  Know what you mean bud, creating realistic human figures, can be quite expensive.  Reason my V4 characters all had the same hairstyle, for 2 years, Lol !!!!  I'm sure you'll achieve your goal, and fascinate us all with human realism, when the time comes.  Well, I love viewing your landscapres and wildlife images, lookin forward to your future updates.   

    Post edited by AJ2112 on
  • SzarkSzark Posts: 10,634
    edited March 2016

    Inspired by Tim N's GIS Sigma render I thought I would take a crack at the Future Quiet Texture Set for Sigma. Lit by one of DT's latest in the Clouds HDRI for Iray

    Future Quiet http://www.daz3d.com/future-quiet

    GIS Sigma http://www.daz3d.com/gis-sigma

    Skies of iRadiance - Sunny Sky HDRIs for Iray http://www.daz3d.com/skies-of-iradiance-sunny-sky-hdris-for-iray

     

    Sigma Future Bright.jpg
    2000 x 1125 - 2M
    Post edited by Szark on
  • AJ2112AJ2112 Posts: 1,416

    Very cool Pete, has a serene atmosphere, sky lighting is very tranquil.  Gis props are cool, I have Gis project,  

  • Tramp GraphicsTramp Graphics Posts: 2,411

    Definitely cool. It looks like something out of Knights of the Old Republic.

  • SzarkSzark Posts: 10,634

    Thanks guys. I might do a more artistic version when I get some time this was more of a test of the HDRI and IRAY metalicity shader combined with emsssion on the same surface. All you need is Gimp, the Normal map plug-in for GIMP and DS. I just put a figure in there for scaling but it has given me some ideas to what to do next

  • dHandledHandle Posts: 617
    Szark said:

    Inspired by Tim N's GIS Sigma render I thought I would take a crack at the Future Quiet Texture Set for Sigma. Lit by one of DT's latest in the Clouds HDRI for Iray

    Future Quiet http://www.daz3d.com/future-quiet

    GIS Sigma http://www.daz3d.com/gis-sigma

    Skies of iRadiance - Sunny Sky HDRIs for Iray http://www.daz3d.com/skies-of-iradiance-sunny-sky-hdris-for-iray

     

    Hi Pete!

    This looks amazing!  I thought I would give it a try, but ran into a couple snags.   I'm not sure how to use the sun and sky setting to get the shadows, and use an HDR image.  It seems ot be one or the other. 

    Did you use a distant light for the sun, or maybe an emissive sphere?

    Also, I need to figure out how to get the emissive blue surfaces set up and glowing.  I have Photoshop and some Iray metal shaders.  I'm not sure about normal maps, and I couldn't figure out exactly which surfaces to make emissive.

    This is what I have so far.

    Can you shed any more light on the procedure, or point me to some useful tutorials? 

    Thanks!

    David

     

    GiS_Sigma_01.jpg
    900 x 506 - 371K
  • SzarkSzark Posts: 10,634

    Yeah first HDRI only. I don't use emissie spheres and Iray cannot do the 3DL trick of dome and distant light.It has to be a quailty HDRI

    Normal Maps aren't really needed but if you want the displacement maps to work then you will have to increase the Surface Sub -D parameters in the displacement section. I converted all displacement maps to Normal Maps so I didn't have the resource drain of doing displacement. Normal maps are like bump maps but better as it reacts with light better giving the illusion of displacement.

    Ok the texture set I used comes with Black and White "S" maps that were used as 3DL ambient strength maps, White full Ambient, Black no Ambient. Same with Emission, white gives light, black no light, 

    I made all the surfaces metal by using the Iray Uber Shader in Metalicity/Roughness mode and set Roughness to 0.70. Then to separate the metal for the emssion I used an INVERTED b&w "S" maps. so white parts are metal, black parts are not.

     

  • SzarkSzark Posts: 10,634

    Oh and for the windows, I made them Glass using the Glass Thin Iray shader that comes with DS, retaining all the maps.

    First I put the diffuse map in the Gloss Colour channel, set the Scatter and Transmit. Roughness 0.00, the more rough you go the more colour the glass will be which comes from the gloss colour and refraction. I also put the window bump map in the Refraction Weight slot so the pattern showed.

  • SzarkSzark Posts: 10,634

    PS I keep forgetting the Image Editor inside DS. Load the "S" map in the Metalicity Slot set to 1.00, click on the thumb to bring up the Browse etc menu and select the Image Editor, In the mid part of the image editor is INVERT switch to ON that will invert your map. Also at the bottom of the Image Editor window is Grayscale From and you have a choice of different ways to interpret the grayscale values of the map. I am going to play with Maximum for the Metalicity slot and Luminance for the Luminance slot of the surface. I will do another render over the weekend. 

  • dHandledHandle Posts: 617

    HA!  Sounds complicated, but I will give it a go...probably when I get back in town.  Will be out for a couple days.

    Thanks!

     

  • SzarkSzark Posts: 10,634

    If I can in that time I will make a quick image based tut to guide you as it will probably give you a better insight in how to use the Iray shader and weight maps. If I had the time I would have done so already. 

  • dHandledHandle Posts: 617

    Excellent!!

    Looking forward to it!

    Thanks, Pete

  • SzarkSzark Posts: 10,634

    All being well I should have it done by the weekend, got a bit waylaid with work. Yeah it sounds complicated but when you see it done things will clear up fast. 

    The first thing you need to understand it how Iray does displacement compared to 3delight. 3delight use micro displacement meaning it subdivides the mesh more at render time to get small displacement details without too much additional resource overhead. Iray needs the mesh (geometry) to be more finer before render. This can be achieved using the SUB-D function in Daz Studio to SUB_Divide the mesh more. There is also the surface SUD-D level setting which will subdivide the mesh even more making better and smoother displacement. In the past I have needed to use both and other times the main SUB-D feature in DS works great. The surface sub-d route comes at a great resource cost and depending on the PC may not work at all. I have also had meshes in certain well know PA products that will not accept any displacement, distorting the mesh in the process. 

    All that is why I convert Displacement Maps in to Normal Maps.

  • SzarkSzark Posts: 10,634

    dHandle sorry but we have had electrical issues and I have had to move a lot stuff around for the electricains that are coming tomorrow to sort it out. I will settle down tomorrow evening and get this done for you.

  • dHandledHandle Posts: 617

    Ahh...sorry to hear that!  No hurry...get around to it when you get some free time.  I'll be watching this thread. cool

    I've been working on a render for the newbie posing challenge, and on DestinysGarden's texturing thread.  Lots of learning happening this month!

    Thanks!

    "D"

  • SzarkSzark Posts: 10,634

    Thanks I want to get it done ASAP as I have another job coming soon.

  • dHandledHandle Posts: 617
    Szark said:

    Ok the texture set I used comes with Black and White "S" maps that were used as 3DL ambient strength maps, White full Ambient, Black no Ambient. Same with Emission, white gives light, black no light, 

    I made all the surfaces metal by using the Iray Uber Shader in Metalicity/Roughness mode and set Roughness to 0.70. Then to separate the metal for the emssion I used an INVERTED b&w "S" maps. so white parts are metal, black parts are not.

    I thought I would go back and have a closer look at what you were saying earlier in the week.  I was getting ready for my trip, and didn't really have time to look at it closely, or think about it.

    In the meantime, DestinysGarden started her tutorials on texturing, and now I'm thinking I actually understand some of this a little better!

    Looking forward to more!!

    "D"

  • SzarkSzark Posts: 10,634

    I am ot sure if you saw DestinysGarden's comment about the bug in using the internal Invert function so we will have to use GIMP to invert. I will show the whole process.

  • dHandledHandle Posts: 617

    Ok...cool.

    I have Photoshop, so if it's just a matter of inverting from black and white to white and black, that's a 1 click adjustment.

    see attachments

     

    branches.jpg
    3000 x 1504 - 1M
    branches_invert.jpg
    3000 x 1504 - 827K
  • SzarkSzark Posts: 10,634

    Yep that is cool and spot on dHandle (funny handle) Btw Ctrl + I to Invert in Photoshop. :) Ok good. I will give the rest tomorrow evening.

  • dHandledHandle Posts: 617
    Szark said:

    Yep that is cool and spot on dHandle (funny handle)

    HA!  yeah...funny thing about that...

    When I first joined about 2 and a half years ago, the handle I picked was "dHoward".

    Then some weird thing happened when they gave the site an overhaul, and I couldn't log on with that handle.  So I was miffed, and just typed in the first thing that came to mind.  I didn't know if what I picked would get rejected.  "Hmmm..what should I try for a handle...?"

    The rest, as they say, is history.  The name on all my old posts got switched to my email address, then to this dumb name.

    Now, I guess I'm stuck with it.

  • SzarkSzark Posts: 10,634

    I love it.

  • SzarkSzark Posts: 10,634
    edited March 2016

    The Future series of GIS mats comes with a number maps the end in “S” which we will use to control what parts are emissive and what parts are metal. So the first thing to do is go and get all the “S” maps and invert them.

    image

    Photoshop: Load in the maps and Ctrl+I to invert, save them with a different name. I just replace the “S” with M or W. Make sure they are saved to the same content texture folder.

    Gimp: No shortcut in Gimp but you will find Invert under Colours > Invert. Again save out using a different name.

    image

    You should now have a series of inverted maps like this.

    image

    With that done open DS and load your set. Select all the surfaces in the scene, The easiest way is to do that is from the Surfaces Pane, click on the Options Box and select Display All Items, now you should have all the surfaces assessable. Hoping nothing else is in the scene. LOL

    image  image

    Once selected use the Iray Uber Shader to convert all 3DL mats in to Iray.

    We will use the default mode of Metalicity/Roughness.

    Go back to the Surface Pane Options Box and Select Display Selected Item Only just to make it easier to work.

    When I do something like this I start at the top of the Scene Pane and work down until all the mats have been set up.

     

    Ok now we are ready.

    The inverted “S” maps are placed in the Metalicity Slot, set to 1.00

    image

    Glossy Layered Weight 0.00 as Metalicity doesn’t use this slot for Metals.

    Roughness whatever takes your fancy. I choose 0.70 as it brought the colour back out.

    Normal Maps, well that is a personal choice. Gimp has good plug-in that still works in the latest Gimp http://registry.gimp.org/node/69. I converted all the displacement maps using Sobel 3 X 3 and Invert the Y axis.

    image

    Emission Colour Your choice. But if you use any colour than White set the Emission Temperature (K) to 0.00.

    Two Sided Light OFF

    Luminance Place the “S” map to tell Iray where the light is coming from. Value I just choose a figure that looked good. :)

    Luminance Units I chose kcd/m2 so I didn’t have to put large numbers in the Luminance Value.

    Here is the whole shader for Strut_2

    image

    FQ_Strut2_S_copy.jpg
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    Sigma2.jpg
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    FQ_Strut2_M_Copy_Inverted.jpg
    1000 x 1000 - 120K
    Sigma3.jpg
    686 x 321 - 96K
    Sigma4.jpg
    269 x 461 - 66K
    sigma5.jpg
    567 x 411 - 93K
    Sigma1.jpg
    380 x 688 - 233K
    Sigma1a.jpg
    210 x 1683 - 128K
    Post edited by Szark on
  • KnittingmommyKnittingmommy Posts: 8,191

    Hey, Pete, I stumbled into see what you were up to.  I really like your GIS under water image.  I like the little tutorial you have going on here.  Might have to try it out.

    @dHandle I actually kind of like that handle :)

  • SzarkSzark Posts: 10,634

    Thanks...under water?? :)

    Oh and one change I made to the render settings, I turned ON Caustics for more light bounce but that will increase render times but looks way better.

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