June 2021 - Daz 3D New User Challenge - Scenes, Landscapes, and Working Modularly
New User's Challenge - June 2021
Sponsored by DAZ 3D
Are you new to the 3D World? Are you at the beginning stages of learning 3D rendering? Have you been around for a little bit but feel you could benefit from some feedback or instruction? Have you been around awhile and would like to help other members start their creative journey? Well then come and join the fun as we host our newest render challenge!
New this year, we are breaking down each month into 2 different challenges. A Beginner Challenge and then also an Intermediate Challenge.
So which "Challenge" should you choose?
Follow the Beginner Challenge if you are:
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New to the New User Challenges
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New to Daz Studio
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Newer to 3D Rendering in General
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Or if you have not participated in the March Posing Challenge
Follow the Intermediate Challenge if you have:
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Participated in the New User Challenge for awhile
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Know the basics of Daz Studio and would like to learn more in depth topics
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Been using 3D Rendering Applications for awhile and feel comfortable with learning Intermediate Topics
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Or if you have all ready participated in the March Posing Challenge
*Please be sure to list in your post which Challenge you are participating in*
Closing date for both is June 30, 2021
For a list of the current challenge rules, please see this thread: Challenge Rules
They apply for both versions of the challenge.
Comments
Beginner Challenge - June 2020
Sponsored by DAZ 3D
Are you new to the 3D World? Are you at the beginning stages of learning 3D rendering? Have you been around for a little bit but feel you could benefit from some feedback or instruction? Have you been around awhile and would like to help other members start their creative journey? Well then come and join the fun as we host our newest render challenge!
"Scenes and Landscapes"
This month's focus will be scenes and landscapes. If you haven't noticed when you look at images made by the various 3D software some of the packages do a lot better then others in treating an expansive scene or a magnificent landscape. Ones that come to mind are software such as Bryce or Vue. Both have some built in features that make those wonderfully big expansive images come true. DAZ Studio on the other hand does not have some of these features built into it but if you know the tricks there is no reason why you can't get those same kinds of results. For this contest we will be exploring the principles of how such scenes and landscapes are built and how to control the environment to create the sense of expansiveness a scene or landscape creates for the viewer.
There are some key elements that should be considered when creating a landscape, they are the inspiration, lighting, perspective and depth of focus. I have gathered some links for you that talk about each of these elements.
Inspiration:
Photos and Art:
Landscape Photography
Landscape 3D Art
Landscape Paintings
Surreal Landscapes
Perspective and Depth of Focus:
What a Painter Considers
What a Photographer Considers
Transform 3D Renders: Part 1
http://blog.advancedphotoshop.co.uk/tutorials/transform-3d-renders-part-1/
Transform 3D Renders: Part 2
http://blog.advancedphotoshop.co.uk/tutorials/transform-3d-renders-part-2/
Bryce 7
Bryce 7 Demo Reel
Things to consider when setting up your landscape:
As stated by Jon A. Bell in his book, 3ds max 6 Killer Tips, "For more realistic outdoor scenes, especially if you're seeing a distant horizon, you should always add a slight amount of atmospheric haze.... If you look at a distant mountain range (or if you don't have one right outside your window, just grab a travel magazine or pretend), you'll notice how colors become muted and washed out with distance. You can use just a slight amount of atmospheric fog (it depends on the scale of your scene), and the colors will determine the clarity or quality of your "atmosphere." For clear outdoor settings, using a slight bit of white fog is desirable; for sunset or urban settings (where the air might be more polluted), a slight yellowish or reddish cast makes your horizons look better." In DAZ Studio you have a couple of options in getting that affect. The first would be to add just a tiny bit of Depth of Field so that the objects become a bit more blurred and muted. Another way is to have a volumetric camera that will add the fog feature to the render.
Lighting:
Approaching Realism in DAZ Studio and Gamma Correction Demystified
http://www.daz3d.com/forums/discussion/54913/
Using HDR Files In DAZ Studio 3delight renders https://www.youtube.com/watch?v=okaYS1jeAew
http://www.daz3d.com/forums/discussion/37753/
and for Iray
https://www.youtube.com/watch?v=L5FZ5gS9v50
https://thinkdrawart.com/how-i-light-my-daz-studio-iray-scenes
Handy tools for DAZ Studio ( note: these can help but are not in any way necessary):
https://www.daz3d.com/terradome-3-iray
https://www.daz3d.com/ultrascatter-advanced-instancing-for-daz-studio
https://www.daz3d.com/modular-cove-landscape-creator
https://www.daz3d.com/digital-kit-bashing--cities-landscapes-and-structures
https://www.daz3d.com/ultrascenery--realistic-landscape-system
Previous challenges and contests on the topic
https://www.daz3d.com/forums/discussion/412326/june-2020-daz-3d-new-user-challenge-scenes-landscapes-and-working-modularly
https://www.daz3d.com/forums/discussion/253991/june-2018-daz-3d-new-user-challenge-scenes-and-landscapes/p1
https://www.daz3d.com/forums/discussion/171661/june-2017-daz-3d-new-user-challenge-scenes-and-landscapes/p1
https://www.daz3d.com/forums/discussion/90721/june-2016-new-user-3d-art-contest-scenes-and-landscapes-wip-thread/p1
https://www.daz3d.com/forums/discussion/comment/832212/#Comment_832212
Bryce 7.1
Bryce Landscaping
Bryce Basics
I will be checking in as will the rest of the Community Volunteers to try and help with anything you all may need.
Intermediate Challenge:
Working Modularly
This includes kitbashing: combining elements of various products in unexpected, creative ways; and picturing items in settings other than what they were designed for. We’re looking for renders that go beyond simply using elements of a modular props or environment product (although these can certainly be incorporated into your work, and may make a good starting point). Ideally, your render should take a novel, unique, or inventive approach to using props and sets.
You don’t have to have expensive modeling software to create a unique 3D environment. Why not put a new spin on a few old products and tools?
Kitbashing Tips and Tutorials
https://www.youtube.com/watch?v=wXn2-K-1yJc&feature=youtu.be (this is a free preview of the following product for sale in the Daz3D store: https://www.daz3d.com/digital-kit-bashing--cities-landscapes-and-structures)
Using the Geometry Editor to separate parts of a set into distinct props: https://www.daz3d.com/forums/discussion/197006/need-some-kit-bash-advice
Using the Geometry Editor to create material zones: http://youtube.com/watch?v=LbFileaCUO8#t=
Some techniques you can use, such as instancing, push modifiers, and editing materials were covered in previous New User Challenges.
You can radically change the appearance of an object with some very simple methods, such as applying a shader preset and adjusting the Y-Scale slider in the Parameters tab.
When combining items from different products, especially products by different creators, you may need to check the Surfaces settings and experiment until your components have a similar appearance when rendered.
Working modularly can be very rewarding, as it can greatly expand the possibilities of what you can do with the assets in your 3D library. I can't wait to see what you come up with!
Sounds cool! Quick question, does this mean that we can use software other than Daz Studio for the contest, like Bryce?
Here's my start for the month.
A ruined urban landscape with some kitbashing in the background.
Edit: Software used is DAZ 4.15
From the challenge rules:
5. Include the following information in your posts:
----Image Title
----Software Used to Create the Image.
YOU MAY:
1. Make revisions as well as get feedback and comments within the thread. Doing so will not only get you help and advice but will also make you eligible for various prizes we may award.
2. Use any 3D program you choose to create your image.
3. Post-work your image. Please keep within the spirit of the contest though. (Example: If a contest is on lighting, please experiment with the lighting within your application of choice rather then applying lighting effects within your 2D Applications)
Have fun!
Intermediate Challenge
Title: Trappings of Torment
Software: Daz Studio / Photoshop (to tweak Surfaces and Render Contrast)
I'm not sure if this is entirely in the spirit of the Intermediate Challenge, but I went looking through my library and in the ROG Medieval Fantasy Bedroom set, this Bird Cage caught my eye and the theme of the whole set got me thinking about this Jack Vance inspired scene... inside the hood of a horrible, selfish, vindictive magician named Mazirian. There's a whole story that formed in my head as I was working on the scene (of which I'll spare you) and I sure had a lot of fun playing around with it. Even if it's not necessarily what you were looking for, I appreciate the inspiration and would welcome critique of any and all kind!
Thank you!
Here's version B freashly rendered in DAZ 14.5
Changes include lowering the character on the right due to them floating a little, giving the same character a backup sidearm with holster, and doing some texture work on said character's cloths, and sidearm, along with texture work on the larger building I added in the background.
This is awesome. I love the whole background, the sky, the contrast against the buildings and the mood set by the overall red/orange tones... I wonder if there's a way to make the Figures stand out a little more from the background... One possibility, are you familiar with Caustic Volumes? I think the setting in your scene is dying for there to be dust/mist/fog anyway, and it would be so cool if the Figure on the right was made to stand out simply by his shape "cutting" the light and creating "rays" of a sort.
If you're not familiar with Volumes and/or don't have a pre-made Prop, this older but totally viable tutorial can be used to make your own:
https://www.deviantart.com/sickleyield/journal/Tutorial-Creating-Dust-And-Atmosphere-in-Iray-522291773
I looked through my library and did have something to try, so here's version C. Still done in DAZ 14.5.
Hey, doesn't look like there's an image attached to your last... I'm interested to see it! :D
Edit: I'm going to withdraw this entry. Someone commented on how nice the clouds and mountains are and made me realize that the elements that are going to be judged are all being done by the HDRI I chose. I'll work on another entry.
Beginner Challenge (landscapes)
Above the clouds
Daz studio
I'm going to try a couple different things on the mesa, instead of the city, but this is what I'm working on.
I reattached it to the post. Don't know what happened this morning, though I was bussy getting ready for work as well so that might be why I missed that it didn't go through with the attachment.
It's a great idea and I actually would like to hear the story! Did you make changes to surfaces etc with this? I'm not able to judge what does and doesn't fit into the contest, but I do love the render! With the picture itself, I personally would like to see a little more of what is around the cage - is that the magician's head in left of shot? But that's just me. i think your lighting is very effective and draws the eye well to the figure.
Great improvement! I really love that atmospheric effect. It adds such a good feel to the render. Have you thought about adding a bit of DOF into the shot - particularly for the furthest buildings? Also, on the right hand character perhaps a little rim lighting? The brightest part of the environment is over his shoulder anyway, so you could add just a touch to bring him even more out of the background.
I love the clouds and mountains - is that a backdrop? The little tower works very well but the Forsaken Keep doesn't quite look right in all its entirety. Perhaps try just the central Keep and Tower bit. I also like this particular set Dark Tower | Daz 3D - I could see it being up high for your Gargoyles.
DOF is something I'm thinking of trying to work in, but that will have to wait until after work at least so maybe I can look into it tonight.
Title: Gateway
Beginner Challenge: Landscapes
First shot at an entry for this month. Feedback appreciated!
Title: Twilight Lake
Intermediate challenge, "Working Modularly"
First, since I did the March challenge, I'm happily and proudly joining the intermediate challenge! Second, the tutorials are really interesting and I did not know anything about the Tool Settings>Geometry Editor. Wow, how useful. For this challenge, I took an old model that I got when I was using Poser way back, "The Great Lake," but I edited it to remove all of the trees on the island. Also, I used the Beverly Hillbilies Shack I won during a freebie contest about 10 years ago, and assigned different textures than the standard ones that came with Poser.
I did download Bryce again, but forgot how much clunkier the interface is compared to Daz Studio, so I said screw it and went back to DS.
Work in progress, comments welcome.
PS: I have no idea how one gets electricity out there, considering they have no solar panels and no wiring, so don't ask
Must be a generator on the far side of the house. It runs real quiet too, I can't even here it.
@perlk Blatantly not electric. Probably kerosene. Maybe a tiny bit of rim lighting to bring the hut out a little more. Your sky indicates enough light for this.
The clouds and mountains are from the HDRI I chose. https://www.daz3d.com/fantasy-ibl-above-the-clouds-hdri
I've withdrawn this entry though. I realized choosing a good HRDI isn't quite in the spirit of the competition and doesn't exactly teach me anything.
Agreed! I also love the direction the atmosphere took, and playing around with DOF at least a little could be awesome, too.
I'm curious, is the "end of a large shadow" effect going horizotally along the road at the figure's feet actually the edge of the Volumetric Cube? In a way I like it because it's unnatural and interesting... implying something is making that shadow... just thought I'd ask as it's also possible if looking at the details of that Cube, that whether the Camera is inside or outside the Cube can look different, that edge being visible among the main things, but also if any other lighting were introduced from any other directions, they could be affected as well (seeing an "edge" where the light starts to refract inside the Cube, etc).
It's also possible to tweak the look of the "Volume" itself in it's Surfaces Tab if you like. If that particular Prop is set to have any Transmitted Color or Refraction Color (you'd probably see one or the other) of it's own you could change that. If whichever one it has is White, you could add a tiny bit of any color to enhance the color pallete you were already using, possibly getting a little of your overall Saturation/Contrast back...
You can also tweak the "density" of the "fog" easily with the SSS Amount and/or Scattering Measurement Distance. There can be massive difference in the Values that you might see in those parameters based on what Prop and how it's made...
Whatever the numbers are, SSS Amount should be changed very little within the same decimal place (0.000010 to 0.000015 / 0.000020) or (0.2 to 0.25 / 0.30), in either direction.
Scattering Measurement Distance will be a proportionally larger value than the SSS Amount:
A minuscule 0.00001 SSS Amount would pobably have a something like a 0.25 SMDistance
A 0.2 SSS Amount would probably have a 1000 SMDistance
Comparatively small changes in any of the above type values will make a noticeable difference.
Aside from all of that, if you're really feeling crazy and want to try something more, I also keep wondering what it would look like to have the Left Figure's (maybe even just) Upper Body/Head turning toward us or even beyond behind them and a Spotlight or Ghost light casting even just a little light of a different Color from that direction to interact with the Volume as well as possibly imply something is coming that he is aware (or about to become aware) of, that the Figure on the Right is not? Just thinking out loud, feel fully free to disregard (or Save a new copy of your Scene File in case you were to try and hate it). :D
Thank you for the kind words and interest in mine and all the works! This type of convo is the main reason I've entered these contests just a few times. It's so awesome to get feedback that asks questions and pushes us to expand our thoughts about the peice we're working on!
As far as mine, I agree, I want to see more of the surroundings as well! lol. Even beyond input about Daz Environment/Prop choice, Lighting, Posing, etc... this kind of feedback, along the lines of what will make a satisfying eyefull for the viewer when it comes to Field of View, Framing, Aspect Ratio, etc is invaluable for someone like me who isn't a classically trained artist in that way at all.
I do find that I end up making a lot of those decisions based on limitations of all kinds, of course... for example, this scene was based on the idea of this Cage being used in an uninteded manner as an Earring, and the rest of the "Props" (all from the same Fantasy Bedroom Set) are the rest of the Magician's "Trappings"... He's adorned himself with all of her wordly possessions (her entire Tavern/Home and belongings were shrunk in the same outburst of dejected, self-pitying, vindictive spell casting that she was). So, of course, I want it to either be plain to see or plain to eventually discern that the bottom of Mazirian's Ear is right above the Cage, it's "loop" handle literally in his ear as an earring, but because I wanted the Cage to be the main source of light and that light is positioned right under the solid very top of the Cage, the Ear wasn't getting any light to be able to see it. I went into the Geometry Editor to try to alter it and the way it's put together made it impossible to get what I wanted (may have to delete the top entirely and kitbash something to use in it's place now that I think about it, thank you!), but had instead added a second small, dim Ghost Light of the same Color as the one inside the Cage, just behind the "Handle" to help light the Ear a little more, but you can only go so far with that kind of trick before you break the effect of the main one inside coming out through the bars, etc.
Anyway, lighting aside, I started out with a Landscape Aspect Ratio (as that what I most often use) but couldn't find an angle for the camera that allowed the Female Figure to be predominent enough in the Scene and show very much more of interest horizontally (especially with the lighting/area right around her being what I really wanted to stand out). So I tried switching to the Portait Golden Ratio and thought I'd try to get Mazirian's Ear in the top and at least one of his Fingers in the bottom, wearing a Ring that has her Chest of most valuable possessions as it's "setting" (I did also use the Geometry Editor to help turn part of a Shield from the Fantasy set into this ring).
So it seemed to work pretty well, but I agree, especially with the general lighting I've chosen, it's dark and hard to see things clearly. I hoped for "Where is she? .... Oh, looking around it's becoming frighteningly apparent what's going on...", but it's obscure, for sure. I have, since reading your post, tried a bit more with a Landscape Aspect Ratio and am kind of liking it, too. Somehow it's worked out that not actually seeing a lot more detail beyond another finger from a little different angle and just a bit more ability to see the bottom of the Ear as far as lighting may be the ticket. Still playing around...
Along the lines of the "Spirit of the Contest", I altered a few things with the Geometry Editor like I mentioned, but more heavily leaned on the "Props in an unexpected setting" end, though it's really just shrunken things turned into jewelry, or "Trappings", so wasn't sure if it really fit. Maybe a Mod can weigh in, though I'm far more interested in feedback and convo than qualifying or winning. :)
I'm so sorry to any/all for my long windedness, thank you again for the feedback, help, praise, prodding, questioning, etc... all very appreciated! :D
Not sure if the background mountains need to be smaller or maybe I need to add some depth of field to this.
Nice! Glad you jumped right in with another! :D
I love the choice of Assets, color scheme and general placement of everything! Again, probably entirely personal preference, but I'd have intinctively framed the scene to leave just a little more room above the figure? Maybe just backing the Camera up slightly if anything, as it looks like you've utilized the rule of thirds quite well.
Looking at Lighting, I gazed for a while looking for all the Shadows and I'm curious what all "types" of Lights are present... Is the Sky in the distance an HDRI? If so and if it's providing light from that direction, what type of light source is coming from behind? It looks like that source is casting pretty crisp, hard Shadows.
Maybe selecting a different "type" of Light Source, (e.g. Emmissive Primitive Sphere or Ghost Light with a large Sphere Scale and lower-ish Luminance), or adjusting Lights Tab Parameters of what you're already using, (e.g. Lights Tab > Light Geometry > Point changed to Rectangle or Sphere) could provide at least slighy softer, maybe more realistic shadows?
It also feels like Volumetric Atmosphere could do wonders here too, for the look of snowy/cold as well as to help create more and more softness in at least color the further you get into the distance...
Say the word if you'd listen to endless rambling about different types of Lights and how to create and/or control them, creating or using Volumes, etc... I can obviously go on an on if provoked.
Either way, very nice start!
Good idea! I'll work on that!
"Scenes and Landscapes"
Submission Title: Courtesan and Her Dragon
The expansive scenery came from Dimension Theory's Skies of Economy, a collection of beautiful environment maps which I often use for landscape renders. For a list of Daz assets I used, please see the gallery image.
This is one of the renders I worked on when the Daz-Octane add-on came out. There's a bit of Photoshop post-work involved, but all together I was very impressed with Octane's output.
Cheers!
Cheers!
Nice! I really like the Scene, it's a great start and will be awesome with a few (this challenge related) small things possibly refined...
Could you let us know if the Sky/Clouds is an HDRI, or a large Plane, etc?
One thing it could be worth trying to take care of is the horizon, bare minimum trying to orient that sky (if possible) so that there aren't any clouds going below the horizon. Or, possibly using any kind of Hill or "Ground" Prop like the ones you have in the foreground, to put at the horizon in order to help create depth as well as hide the flat horizon. Even better, if you had any Prop that is or could look like actual far away mountains...
I'd like to recommend trying a few things with lighting, but I'd like to hear what you're already using to inform where to go from there...
One extra detail, if that Sky background is an HDRI, or even if it's not and there's another HDRI in the mix, could you also let us know if it's the type that uses "Time of Day"... I'm not as familiar with those, though it should be easy to try different times of day, I could make a few recommendations if you're using an HDRI where Dome Rotation controls the direction of the light in Render Settings > Environment.
I also think Volumetric Atmosphere (which is mentioned in the challenge description anyway), would be great here. More realism as far as depth of Scene and you could get some light beams possibly or even add or tweak the Emissiveness of the "Portal" and get a little light visibly emanating from it!
How to Create a Volumetric Cube
Figured I'd just post how to quickly create a version of at least my favorite Volume Prop for any who may not have a Prop already, but are interested...
1. Create a Cube Primitive: Main Menu > Create > New Primitive.
In the Dialog, Type: Cube / Origin: World Center / Primary Axis: Y Positive / Size: 100m-1000m / Divisions: 1
(Size based on the scale of your Scene, you don't want to see the corners in your field of view and the Cube should envelope your entire Scene and whatever Camera(s) will be used, but you can also adjust the Scale of the Cube at any time after creation to achieve this).
2. Select the Cube in the Scene Tab, then also highlight the Cube in the Surfaces Tab (under Editor, not Presets).
3. Set these Parameters:
Glossy Layered Weight: 0.00
Share Glossy Inputs: Off
Glossy Reflectivity: 0.00
Glossy Roughness: 1.00
Refraction Index: 1.00
Refraction Weight: 1.00
Thin Walled: OFF
Scattering Measurement Distance: 0.5
SSS Amount: 0.00001
That's it to create a "White" Volumetric Cube!
You could now:
1. Choose Save As > Scene Subset
2. In the Dialog, name your Cube/Volume (file name), click Save.
3. Next Dialog, uncheck everything but your Cube/Volume, click Accept.
Now your Volume is a Prop you can load into any Scene. Find it in:
Smart Content Tab > Saved Files > Set
Content Library Tab > DAZ Studio Formats > My Library > Scene Subsets
Adjust the "Amount" of Haze by looking at these Surface Parameters:
Scattering Measurement Distance: Try changing the 0.5 to (0.25 - more dense) or (0.75 - less dense)
SSS Amount: Try changing the 0.00001 to (0.000015 - more dense) or (0.000005 - less dense)
Adjust the Color of the Haze by looking at these Surface Parameters:
Base Color (this will change the color a little more slightly)
Refraction Color (this will change the color more severely)
With either of the above, a slight tint to the base white towards a very faint other color is usually plenty, but play around and see what happens, you're scene may turn out to be on another planet... :D
Best of luck to anyone who may try to go about this, ask absolutely any questions if needed!