Comments: 18
Alvacon [2020-04-07 06:51:03 +0000 UTC]
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WaspWaistLover [2019-11-16 21:15:37 +0000 UTC]
Interesting idea, of Jack at different ages. Glad you gave him his own gallery, DAZ Master! My best, WWL
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WaspWaistLover In reply to FyraNuanser [2019-11-19 17:43:21 +0000 UTC]
Oh, okay. My characters, at least Missy, her sisters and their cousin Big Pete,Β will be entering their thirties during the 1980s, so they will have to cope with changes in both body and mind. My best, WWL
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FyraNuanser In reply to LukaSkullard [2019-11-11 22:22:09 +0000 UTC]
Thanks very much Luka Β I used NGS Anagennesis 2 for the skin: it's a miracle product for pre-Iray figures. The texture is M4, so it's ancient but looks just about as good as anything today. It's nice sometimes to do a close up where you can see the details like the freckles.
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Yuni [2019-11-10 01:23:30 +0000 UTC]
Oh wow! At first I thought you fully remodelled him from scratch but magically managed to recreate the entire scene so precisely with the newer assets! But then "I thought I would open that old file" explained to me better what actually happened. This is a really really interesting experiment, I really love how you dealed with every part of it, the shirt looks just beautiful now and so does the hair. At the same time I really love that you kept the changes very subtle, you didn't modernize the whole scene just by slapping some silly rim-light in the background (something I'd probably do because my lighting habits are a big joke at the moment). It's almost as if nothing changed, at first sight, but once you look closer, you see that every single thing changed a lot!
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FyraNuanser In reply to Yuni [2019-11-13 00:35:34 +0000 UTC]
I actually meant that I have grown Jack up since the first render, but not in this renderβI meant my recent ones. I think it was caused by the transfer from Genesis 1 to 2 which aged him a bit. I can't take him any further as the geometry has changed too much since G2 (I tried a G3 version, and that how Hubert was born! In a way that was perfect for an older brother as they look similar, but not like twins).
I use IBL for all my indoor shots (and yes, including this one: there is in fact just one wall and a floor in this shot). I just strategically remove a wall, or ceiling. I know the lighting isn't necessarily realistic for a room, but I think of it more like a photographic studio or a movie set. The remaining walls (or ceiling if I keep it) still do help the impression, though, that it is inside. It's really the skin that suffers with mesh lights or other kinds of lights. I know other people seem to get decent results, but it just doesn't work for me. I'm also not too fastidious about controlling the light and shadow: I always seem to get something better than I would have designed just by rotating the IBL, or if I want something more gloomy I put objects or planes in the way. Emissive surfaces are really only good for glows or "prop" lights, but not the scene lighting. Even then they tremendously increase render times.
Yes surfaces like mirrors and chrome can give the game away! I usually just desaturate the reflection, as it's often the reflected colours that make it look wrong (like grass and sky in an interior scene). I've edited IBLs, mostly to increase the intensity of the main source of light. Some older IBLs aren't as HDR as they should be (on the other hand, some newer ones are too bright, which can show up geometry artefacts at grazing angles on skin. This is why I have loads of them!
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Yuni In reply to FyraNuanser [2019-11-21 15:01:48 +0000 UTC]
Well, in the end it's all art and not real life. It's sometimes amazing how much the scenes in movies at the time of filming don't match the final picture that we get to see. I've seen some "in the making" reports and it seems they often build the decoration almost like they do for a play in a theatre, so the room we see and think of as a real place, doesn't actually have any backside, instead there they have all the lighting equipment and cameras. Quite theatrical, just like on the stage you can't build an entire house as the audience won't be able to see through the wall, plus the stage is hit by all kinds of theatrical lights as well, which apparently makes the lighting very "inaccurate" but ask the audience if they care! In the end, everybody likes a pretty picture, otherwise we wouldn't have so many rim lights in all the scenes where they shouldn't possibly exist.
Though I still hope in the future it will be possible to achieve volume-based lighting or something, so instead of the photons originating from an outside source or from the edges of a finite sphere/box, instead they would be pre-sampled for numerous points *inside* a certain volume, sort of answering the question "if there was a solid surface at this point and the light hit it, what RGB intensities and directional vector the light would have just before the collision?" So it's like "light on pause", then hitting render is like hitting the play button and the photons are already inside your room, ready to hit everything.Β But I'm not a particle physicist so maybe this solution is not actually any good for shading. As an artist I'm pretty satisfied with the modern rendering quality anyway!
p.s. It's fun to learn that Hubert, being the older brother, was actually an "offspring" of G2 Jack Must be great to shake hands with your own nextgen model.Β I can relate though, I made my first 3D characters this summer but I'm already making 2.0 versions of some of them...
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FyraNuanser In reply to Yuni [2019-11-22 00:26:52 +0000 UTC]
well I worked at one time for a TV production company and living in prime location territory in London, I see many movie and TV productions in progress (a year or two ago I saw one of the streets on my walk home transformed into what I presume was New York, with 60s yellow cabs, and other American cars, and fake snowβthe artifice was quite amazing). Earlier this year a square near where I live was converted to Victorian times, and we even let our office be used as a location for a TV drama. That was an eye-opener, I can tell you (it was a week of hell and we will never do it again).
Yes, there have already been advances in 3D lighting and rendering which have left DAZ Studio in the dust. It's really outdated in a quite number of ways, and I think their implementation of Iray is terrible, to the extent that I am thinking of trying something like Octane, but then it's a consumer model that is aimed at hobbyists, and if the forums are anything to go by, one which seems to be dominated by stereotypical boomers (but perhaps the forums aren't representative of their larger market). I kind of fear for their future to be honest, and it would be great shame if they were to be stuck in a dying market (as Poser is).
Well, I think I have you to thank for the development of the happy accident that is Hubert into the character that he is today, otherwise he might have languished in that one "Have You Met My Brother" render (which got hardly any attention).
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Yuni In reply to FyraNuanser [2019-12-12 11:04:30 +0000 UTC]
Looks like Octane is free for Blender 2.8 but I wouldn't even know where to start exporting the human skin materials from Iray Uber to Principled BSDF.
I'm very glad I was able to help you somehow with Hubert (I still have a big crush on him and Jack and crossing fingers to see more cute Hubert renders), and you certainly were one of the artists, or maybe even THE artist, who inspired me to get into 3D. I know you told me to stay away from it but I still got into it and had quite a lot of fun Daz Studio may be in the dust but it feels like a pretty good package for personal use.
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