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© 2024 Daz Productions Inc. All Rights Reserved.
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So here's before the latest update. Stephanie 5 with (new to me) Snood hair. No adjustments to skin diffuse/SS color or gamma, only minor tweaks to specular and bump strength + added a specular roughness map to the face. Well tweaked the eye surfaces and added SS. The environment is zeroed out and I'm using only an HDRI with no adjustments. Regarding that hair, I immediately ditched the diffusemaps and replaced the bump/displacement maps with some hair shader tiles by Destiny's Garden. Still needs some tweaking though.
Is it ok to post ladies in the Snood here?
Don't ask me, ask Richard
Anyway here's the same thing with the updated SS, very interesting!
I like the new version, tks again wowie!
...one more with a more neutral HDRI...
Here's a tip.
If you lack a displacement texture, try using the specular map. It should add a little bit more detail to spec and break it up more. As a rule of thumb, the displacement settings should be weaker than the bump, mostly because displacement alters the mesh by quite a lot.
What the tweak does is scale the diffuse by 50% depending on the amout of brightness of light and texture, It also produces roughly the same brightness if you're not using SSS. You can still tweak the saturation and gamma of base/diffuse to your liking. Those and subsurface absorption color should work the same.
(Output) Desaturation now works as intended. A -1 value will completely desaturate renders.
Excellent:)
Last one for today, over and out...really like the new SS, and tks for the tip, will try;)
So what about using the coat layer to add specular detail? The coat bump now takes maps so to my understanding you can load a second set of controlmaps and adjust coat strength and bump parameters as needed. And also playing with the specular to roughness thingy...
Edit: Haven't tested yet so have a question: If there are no coat bump maps inserted, will it use the regular bump maps or do you have to manually insert them?
Very possible. You can even limit the coat map to just specular and use the base for reflection only if you want.
If there's no separate bump map inserted, the coat will use the base bump map.
So here's the new version, full size HD, 4096 Irradiance samples and 10x10 pixel samples, diffuse depth 3...made the sunlight stronger and toned down the environment. Total Rendering Time: 12 hours 10 minutes 24.12 seconds:) Probably reducing reflection depth should speed up the rendering but wanted to put the new awe build to the test;) I appreciate that the reflections appear sharper now with 0 roughness. Minimal level adjustment in post:
Another character under the testlights, a V4 skin by Surreality...err...Bella or something, and trying to salvage another G1 hair using AWE Hair with no diffuse textures. Made a simpler test light scenario with just one emitter and a light gray environment, should be completely neutral but I need to raise overall exposure a tad. No color- or gamma adjustments to the skin so far...
Roughly 0.5 EV more light. And some tweaks to hair melanine and bump strenght:
Updating this character...using the coatlayer to add some detail. Will need to experiment some more with bump/displacement strength.
Edit: Updated the update, added more bump. Decisions decisions...
Just testing HDRI lighting, could have picked a better one...
@wowie
If you decide to release another update to aweSurface at some point, would you consider implementing a "crush blacks" control? Also a "normalize bumpmaps" would be pretty cool.
...setting up another character...
Raising the lower luminance value should do something similar. Especially with ACES.
Ah yes, didn't occur to me, will try, tks:)
Sven Dullah - the results you're getting lately with skin is QUITE impressive! It's looking really good!
Thank you! Really appreciate any kind of feedback:) The shader update certainly has made things a lot easier, still there is so much to be explored. Now if I could only find the hidden "make art" button...
Finally I got this excellent grand piano model and converted it to awe. The testrendering of course escalated a bit...
Picked up Mely3D:s street bike and tweaked my latest character a bit..
Developing another skin, character and outfit. Made a number of controlmaps for https://www.daz3d.com/dancar-clothes, playing with the metal masking options. The hair is https://www.daz3d.com/bolina-hair, diffusemaps removed. Base character is G1 with some V4 transfered morphs and (I think) https://www.daz3d.com/modern-muses-amalie skin.
The tunic needs some fitting adjusting:)
She seems to be happy with her outfit...
...
Picked up the Goddess Braids in fastgrab...now I need to come up with a black Goddess to make it justice...testrender 1: (G1 & V4 skin per usual)
...and having some fun with postwork...
nice renders