3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 12 Votes

Krosos

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Dec 1, 2018
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The Perspective is kinda strange are her hands that big and her ear like that ?

is it above 65 ?

Those ears look really huge compared to the Skull and her Hands make the appearance of her fathers
Overall she could be a nice Vulcan :)

The Lighting in this indoor scene is awesome Xavster would love to see more of that scene

Generational Kiss continues

 

Xavster

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Game Developer
Mar 27, 2018
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The Perspective is kinda strange are her hands that big and her ear like that ?

is it above 65 ?

Those ears look really huge compared to the Skull and her Hands make the appearance of her fathers
Overall she could be a nice Vulcan :)

The Lighting in this indoor scene is awesome Xavster would love to see more of that scene
The perspective results more from the camera position than the focal length. Whilst I have reduced the focal length to 12 to ensure that the character faces remain in focus for the most part, this does not change the perspective.
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The close camera allows me to show more of the faces of the characters, whilst still have them facing each other, It also has a far wider angle on the camera framing which shows more of the background. In the spoiler below I have the render image framing and the more traditional framing, with the camera further away from the characters.
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The lighting uses the basic 3 point lighting setup with a couple of tweaks (traditional main and fill lights).
Rim Light - created using the lights contained within the scene by making the surface emmissive. Creates greater immersion in the scene as you can see where the rim light is from.
HDRI - there is a HDRI coming through the left windows to create more light / shadow in the scene.
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Part

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Krosos

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Dec 1, 2018
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The perspective results more from the camera position than the focal length. Whilst I have reduced the focal length to 12 to ensure that the character faces remain in focus for the most part, this does not change the perspective.
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The close camera allows me to show more of the faces of the characters, whilst still have them facing each other, It also has a far wider angle on the camera framing which shows more of the background. In the spoiler below I have the render image framing and the more traditional framing, with the camera further away from the characters.
You don't have permission to view the spoiler content. Log in or register now.

The lighting uses the basic 3 point lighting setup with a couple of tweaks (traditional main and fill lights).
Rim Light - created using the lights contained within the scene by making the surface emmissive. Creates greater immersion in the scene as you can see where the rim light is from.
HDRI - there is a HDRI coming through the left windows to create more light / shadow in the scene.
You don't have permission to view the spoiler content. Log in or register now.

I understand yeah her 200 looks much more normal proportioned :)

i generally don't like such shoots where proportions get shown wrong or being manipulated to look better

but in this case it makes her a bit less attractive showing her proportions wrong within this camera angle.

Crashing the starting Party

 

Krosos

Engaged Member
Dec 1, 2018
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Figured out how to correct the lens distortion within Daz. Added a poly3 lens distortion (K1 = -1.5, Scale = 2) with result below.
View attachment 216180
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Much better :)

Free like a Bird

 

LP83

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Oct 13, 2016
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Conviction07

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Game Developer
May 6, 2017
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denoiser only killed the quality of the model and the picture as a whole - this is only my personal opinion, sorry for my English:)
I think that’s a bit harsh but I respect your opinion nonetheless. However I’ll gladly sacrifice some image detail if it means being able to produce triple the number of renders.
 

lexx228

Engaged Member
May 30, 2017
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I think that’s a bit harsh but I respect your opinion nonetheless. However I’ll gladly sacrifice some image detail if it means being able to produce triple the number of renders.
you may be right, but then why use a photo-realistic render for images at the level of Illusion or K17?with normal hardware for the Daz, you can do there the whole videos for 10 minutes?
sorry my English, it's harsh , but I'm not:giggle:
 

Krosos

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Dec 1, 2018
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you may be right, but then why use a photo-realistic render for images at the level of Illusion or K17?with normal hardware for the Daz, you can do there the whole videos for 10 minutes?
sorry my English, it's harsh , but I'm not:giggle:
Especialy when that Renderer gets slowly overun by every Realtime Engine on this Planet and only it's core algorithms are gonna be used in Nvidia Centric Realtime Workloads, mostly AO,GI,Raytraced Shadows, Realtime Reflections all run Realtime by now ported from I-Ray and combined under the new Nvidia RTX brand and tested over years now in different Game titles and mostly in collaboration with EPIC (and over the time they developed on a own acceleration hardware core for it, which will be used to accelerate all its functions to enough rays to run everything in at least 33ms Hybrid, that is Nvidias Goal) and they showed already that they reached it with multiple cards for now reaching those 33ms Path Trace Hybrid with the Denoiser .

Nvidia gives a shit about I-ray and advancing it offline they give it out for free to everyone it's dead.

Especially if they do not enable the Ray acceleration for the Free I-ray it is pretty much officially dead.
 
5.00 star(s) 12 Votes