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I like this version much better than the black and white. Love the hair. It looks very realistic. I would tighten up that gold choker though. It looks like it's floating on her neck. Definitely detracts from the otherwise convincing presentation.
Thanks for your input, I will work on a new version
Ellie from The Last Of Us.
As usual, click the thumbnail for close-up version...
You made your point a few renders ago; you're just rubbing it in at this point :) Seriously, that looks amazing.
I think you really nailed the eyes.
Here is some ridiculous nonsense.
Cycles at 500 samples. Interior models from Blenderkit. Just for funzos.
Thanks man. I should have worked on the eyes a little more. I think the whites are just a little dark for this scene. I could have brightened them up a bit by either adjusting the SSS or adding just a touch of emission.
My first test with Diff Daz to blender plugin.
Blender cycles:
Daz Iray:
To be honest... iray render is my favorite... mmmmh
You realize you can get the Cycles render to look pretty much exactly like the iray render, right? Are these the same character? What are the render times? Did you adjust anything in the Cycles render?
Guys, when you're making "comparisons" of two render engines, you can never expect to just import a model, press render, and then expect results that match your iray renders in DS. That's not going to ever happen. Blender isn't created for rendering Daz characters out of the box. Your iray renders are using customized skins and materials that came with DS or that you purchased to work with DS. When you convert these to Blender, the importer will try its best to match your DS settings, but there's no way it will be optimized to your preferred look and quality. There's going to be a lot of adjustments you will need to make if you want to match your iray results.
+1
And that's not even to mention that there are many, many, many more sources for native Cycles materials than there are IRay.
Of course you are right about everything. But you have to start somewhere. So far I have only used blender to model simple things. Or to change the UV and material zones for DAZ Studio models. This first test with diffeo was actually for hair. The plugin from @cinus was my first test with it, because I was not convinced of the conversion with diffeo. That I still have to learn the shader functions in blender is clear to me. As soon as I have familiarized myself with it I will post something here again. Thanks for your answers.
Lothar
@Lothar As for diffeo the latest version gets some support for HD expressions, that I guess your figure is using. Also I see some skin fur that needs to be converted separately in diffeo with the hair tool. In general though, it is what Greg says, especially for very realistic figures and complex materials you may need to do some adjustments in blender. The plugin default conversion for your figure seems not too bad if you ask me.
Let me know if you need help with the diffeo hair tool, I may be able to give some advice.
https://bitbucket.org/Diffeomorphic/import_daz/issues/311/option-to-read-hd-morphs-formulas-and
Default G8M stock - Diffeo and 3 Area Lights in Cycles
This!
There is still no "<make cool render> button" on the market, and I'm more than fine with that. One of the best courses I bought last year from Konrad Hetko (https://www.artstation.com/artwork/Jl12om) has shown me many new ways to improve my characters.
you're absolutely right @sdev - see my answer above. Still learning this stuff in blender ;-)
okay this is not a blender render - though I am working on some!
but an ode to the wonders of the compositor
in addition to less sad colors over all (I find the hue correct node is both precise and intuitive)
look at how much better she blends with the background on the left she looks comepletely cut out and seperate from the background - despite it being the hdri that lights her on the right she looks signifigantly more integrated
and - because it uses nodes I can reuse the on any render rather than if I had tried to blend it more manually
Are you referring to the node in Blender that blurs the edges?
I was so amazed when I found that. Like, what didn't they think of?
I was thinking more like an ode - as in poetic; Keats' Ode to Autumn, for example.
... And I agree that the compositor is awesome.
What was the setup you used to blur the edges? I guess you masked different layers?
I made a quick vid showing the nodes and what they do and a full view of the nodes
its really simple for light bleed
for the edge blur:
https://streamable.com/9gy3yc#
also a note on the blur node: the gamma check box helps retain brightness while bluring any time im bluring something thats not a mask I make sure I check it.
For kicks been playing with EEVEE... attached some draft EEVEE renders below. What I've learned:
Eevee? You are kidding, right? Just amazing.
Seriously, did you use the Diffeo materials conversion or just start from scratch?
@jeff that's amazing results ..
Thx. I used the Diffeo import then deleted the Dual Lobe shader nodes and then tweaked it to my liking. I removed the SSS node (takes up too much VRAM when not really needed), and added a bump map.
Thx. I used the Diffeo import then deleted the Dual Lobe shader nodes and then tweaked it to my liking. I removed the SSS node (takes up too much VRAM when not really needed), and added a bump map.
I was playing around with some stuff to show my producer today and came up with this image with the new dForce Lynx Steampunk Armor for Genesis 8.1, which I think is awesome. I was even able to get the hair to simulate! I didn't do it for this render, but I successfully got it to move.
The one image is how I color graded it in light room, and I have the original rendered file in cycles and for fun what it looked like in Eevee. I exported these all to Blender with diffeomorphic. My producer is going to want something done fast so I know he's going to want to use Eevee (5 seconds to render versus 11 minutes) but I do like the Cycles render better.
I was playing around with some stuff to show my producer today and came up with this image with the new dForce Lynx Steampunk Armor for Genesis 8.1, which I think is awesome. I was even able to get the hair to simulate! I didn't do it for this render, but I successfully got it to move.
The one image is how I color graded it in light room, and I have the original rendered file in cycles and for fun what it looked like in Eevee. I exported these all to Blender with diffeomorphic. My producer is going to want something done fast so I know he's going to want to use Eevee (5 seconds to render versus 11 minutes) but I do like the Cycles render better.
Ah now that I'm looking at it, might have too much contrast in the light room color grading. The characters look fine, but the building has some noise that is coming out. Ah well, it's all a learning process.
@benniewoodell Can you please explain what is "color grading"?
Absolutely. It's the process of enhancing an image and creating the overall aesthetic for the film or project as a whole. Every single film and TV show that is released goes through this. The easiest and best example to bring up is Transformers, the movies were color graded with orange and teal tones to give the blockbuster look, which is the most common color grading technique as it's so pleasing to the eye. Here's an excellent video example of the process if you're interested in seeing it. https://nofilmschool.com/2013/07/juan-melara-summer-blockbuster-color-grading-tutorial
But you play around with contrast, highlights, curves, saturation stuff like that. Before digital, they did color correction which was trying to get the image to resemble exactly how the eye would see it. I've shot a ton of 16mm film over the years, only a handful of 35mm sadly, and it looks beautiful after being developed but you always have to correct things. Or like when I was in film school, you inevitably would forget the proper filter l, forget it was on the camera or something and use the wrong film stock so your footage would come back orange or blue tinted so you'd have to correct that, or fluorescent lights would have a green tint you'd take out (or bring up higher if you're like me and watch too many films from Hong Kong lol).
I think people refer to it as post work here on Daz. But I love the color grading process as you discover so much about the image you didn't know was there when you created it, but I am nowhere near at a level of being good, for my films I'll work with a colorist.
Thank you, I get it now.