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© 2024 Daz Productions Inc. All Rights Reserved.
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@TheKD
Not so fast there, friend :)
Remember that Sagan and Diffeo are both Open Source, and therefore its users share some of the responsibility for the software's quality. I can't fix what I can't reproduce.
Instead of sticking to crappy low resolution iray renders, I would appreciate your help in fixing the error. Can you upload somewhere a minimum scene file (with minimum assets that I'd have to buy) that exhibits the "general error"?
Thanks
That's strange.
I'm getting the same; the dungeon render is the original I did a while back; I just did the other one now and had the scalp show. I had to hide the scalp in the particle section, which is a fortunate option for particles.
In case you couldn't tell, I get frustrated with this 3d stuff, then choose to give up and cool off before I start throwing stuff lol.... Sagan seems to be giving me the same error no matter what, now. I got an error upon starting DS today, something about not being able to connect to postresql or something. Didn't really pay attention, because I didn't care, that is for smart content crap I don't bother with anyways as far as I remember. I also noticed that something has filled up the last of my system OS nvme space when navigating to my working directory on a HDD, so I should probably restart winblows 10 and run ccleaner hopefully remedy that. I also noticed I am not on the latest of either sagan(I am on 1.13) or diffeo, so will update them before starting a new try at it.
so anyone doing anything interesting in blender?
thought people would be using quixel bridge,particle simulations, all the cool plugins etc and making cool stuff but seems people just like to press the make art button in Daz and then render it in blender?
No sense adding the cool stuff in until I can grasp just getting people in and looking good lol. Quixel bridge is kickass though, the mixer too! Simulations are a bit out of my league right now, the only thing I am halfway decent at in blender is modelling, and even there I struggle a bit.
You're showing you lack of understanding, with comments like that; folks experiment first. And then they render what they want.
That shot of mine above, was my first attempt (I was even a little happy with) at particles, and 3 different types of smoke.
Smile :)
^nice!
has anyone played with mantaflow? it's so much fun.
Yeh the smoke (x 3) in the image a few above; I think the sparks were particles.
I've been experimenting with some neon lights Ian Hubert made available to his Patreon subs to create a new channel logo. This version has one chaning colors randomly every frame, one blinking off and on, and another having the power fluctuate up and down. As I've not included any DAZ assets, I've not included it here yet.
I have a question on this WIP. I know some of the textures need a bit more adjusting, but I'm wonderin about the background. This is Stonemason Quiet Street, converted to Iray using the RSSY script, and pulled to Blender via Diffeo. Previously I've used a skydome behind, but what in Blender? I'm open to ideas.
Edit: I've adjusted the sun to be more where I want and did a render from the same camera angle and a closer one. I now have two avenues of suggestions. The former and a new one of how to get her skin to be less shiny.
Thanks in advance.
@brainmuffin
You will love this plugin: Physical Starlight and Atmosphere
Thanks for the suggestion. I'll ad it to my shopping list.
fun with fire liquid and procedural rocks
tutorials used:
https://www.youtube.com/watch?v=mlCwT5dgEXM
https://www.youtube.com/watch?v=GlkbeIv6kBM
https://www.artstation.com/artwork/NloND
Love it!
Use an HDRi
This looks fantastic, davidtriune!
Nice, @davidtriune
Those are some awesome results!
Agreed.
another hour of Blender frustation. Spent the last hour to load the "Sci-fi Cockpit Interior.blend" into Blender. It came in all pink without textures, allthough there should have been materials. Render did take for ever, but without anything to see.
Glad Blender works so well for you, guys. Great renders, but it looks like Blender and I will never be friends, not even 2.9.
I'm not an expert on zBrush or Maya either, but even those two notoriousley "difficult" apps make more sence to me, than Blender.
Great renders, go on with it, thmbs up ;-)
Native file doesn't work for me as well. So I used Diffeomorphic for loading Cockpit Interior. The shaders converted pretty well.
Render and sneak-peek of my Autumn attire
i really love your characters, they look so realistic.
I think the grain of the texture on the arms may need reorienting, as currently half of it seems to be diagonal and other half is vertical.
Thanks! Looks like the seams being wonky with the texture. Will try and reorient the textures on the arms.
Looks really good mal3.
My only comment is the edges are thin; it's a sweater, so there should really be some depth. My pet hate with many dforce clothes is that thiness. Sleeves, colar waist.
Love it! Well done!
Love the character and the render looks really good!
Nice! Your last set I've been using in my new film and it looks fantastic. I'll be snagging this one as well when it's released!
another one of those boring portraits you could just do in DS... ;)
Well akshually you couldn't. Or I couldn't, while everything else I could do in DS (even the hair though I swear I'm the only person who consistently uses DS' strand based hair editor), that sweater has too many strands coming off it. I have to use half as many in Iay and it looks much less delightfully fluffy.
Any way this started in the skin shader thread here in the forums, I made one and went "I'm really liking this, I should giver her some hair and clothes and all that" so I spent way too long making some custom hair.. I decided I would model the skull cap for it because there's no kill like over kill (okay I wanted to set up a skullcap with specific sections that have their own groups which will be easily reusable going forwards but still... my thought process was esentially "lets add some hair o this character. Should I use some of the previous hairs I've made, Nah lets make a new one and just for fun lets start by modelling a skullcap too")
theres strands everywhere if you cant tell, theres the hair, vellus hair and fuzz on the sweater
I still need to work on my hair shader in cycles I actually currently like the look of Iray hair when I get it right better. Altough it is easier to get hair in blender right, being able to edit it and see multiple objects. Fully split it into multiple different sections It doesn't have the same issues with clumping into the skull