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Comments
(wip)
final version(jpg), no postwork
Nice! The pool’s water and its refraction looks really good! Are the waves/foam in the background generated, or a background image?
-- Walt Sterdan
Tks! They are part of the HDRI I used for the environment dome and lighting (Aristea Wreck from PolyHaven). Although not using HDRI light here, just "borrowing" the color- and exposure data from the image, lighting is all PT arealight shader generated. I think I found a good way of utilizing high dynamic range images, finally;)
Yeah that crane had some topology issues, appart from being low poly, ah well, did my best:))
Moon Dance
...testing the above Aristea Wreck light rig on my Harpsburg awe conversion...
Love it, I think it's my favourite of your recent picts. the lighting highlights the figure and perfectly against the curtain, the focus on the girl is right on.
-- Walt Sterdan
Great shot, as always; are those actual reflections on the headlight glass and chrome? I assume they'er showing us what's in front of the car and what's back sllightly to the right, but wanted to check.
-- Walt Sterdan
Yes, aweSurface won't even accept mapped reflections, this is brute force raytracing;) Tks for commenting:)
Very nice, well done! I like the contrast and composition;) And the metal looks cool!
Thanks for the info, the reflections really do look good. Is it possible to turn them off, and if so, how much difference in rendering time does it make?
-- Walt Sterdan
You have two specular lobes, both with indipendent specular highlight- and reflection buttons, so you can turn it all off and use pure diffuse, or just keep the highlight without actual reflection, or vice versa. Both channels of course have their strength sliders and slots for specular- and roughness-maps. Aditionally you can choose from a number of specular BRDFs, or lighting models, if you will, including GGX and the classic Ashikhmin-Shirley for a more "tooney". look. And there are plenty of global controllers for further adjusting...
Generally speaking, rendering reflection/refraction and transmission is not very taxing on rendertimes, wowie did a great job of optimizing his shaders. But it will speed it up a bit. If I render a forrest I might consider turning reflections off for leaves etc. If you have a highly reflective refractive environment, then sure, it'll make a noticeable difference.
And you can actually turn off global illumination completely if you don't care about realism. It'll act more like Omnifreaker's Ubersurface or the AoA shader, only better (and faster?)
Edit: Btw, made a re-render of Harpsburg with increased quality settings and larger size. (Yeah it looks a bit smoother, but at this size the low poly count of the car is starting to show.) And just for fun, made a version without reflections, diffuse- and specular-bounces, turned off global illumination and the lights, loaded a DS distant light and UE2 with ambient lighting model. Stupid indeed, as these shaders are definitely not made for that use case, but interesting, hahha... rendertime just over 10 min. so I guess the dz default shader and an AoA distant light + some non-raytraced ambience still beats that:))
Of course, if one wants to use this workflow, one needs to set up surfaces ackordingly. Metal without diffuse and reflections, as in my example, will obviously render black, so needs some diffuse color/strength;) And yeah, could have used a bit of occlusion to get some groundshadows on the car...
Thanks! I've been working on leveling up my skills for the past few months, must be paying off.
Thanks!
Good old Daz Defult's still got it for somethings.
I've been wondering how aweSurface's render times compare to other 3DL shaders.
Thanks very, very much for not only taking the time to make extra renders, but for taking the time to expain everything so well. Many thanks.
-- Walt Sterdan
Finally finished something - had company that kept asking where my next picture was, so I finished working on it while lecturing my son on the questionable joys of Canadian history... the picture was far more fun. :-) Got to use the Daz wolf, finally (though not the Dire Wolf - has anyone used that with 3DL?) and haul the Godrays out of my Daz storage basement! Only postwork was some extra sparkles in the rays, and a glow layer. Some days I think that I'm the only person who loved the plant freebies Daz used to always give out, as I hum happily digging through the files for the bits and pieces I want :-D
Gorgous, lighting is perfect, love the expressions on their faces.
-- Walt Sterdan
!
Quick UberSurface test for you, it could probably look better with some more effort. The multi colored strand hair isn't something any 3DL shader can currently do.
Thanks for the images, Ethin! I might add it to my wishlist after all, since I really like the heavier fur.
Oh wow
Thank you, Sven
Your 'Guardians' image is beautiful @Misselthwaite
Just perfect!
Thank you! I'm so grateful to be able to show other 3DLers some of my pictures on this thread, and see the unique results everyone obtains. You are all so awesome :-)
@sven -- Nice, clean images, I especially like the stone walls and in particular the wooden doorframe, very impressive.
-- Walt Sterdan
Tks Walt! Should've lit up the inside a bit, though, on that second one;)