- Jun 13, 2022
- 215
- 46
I am new to daz so can anybody link me the best or necessary plugins I need to start off with making a VN? I am planning a contemporary setting.
Mesh Grabber, Scene Optimizer (for scenes that are too big for your GPU), Basically anything by Riversoft Art will be useful (especially the Bone Minion stuff, converters, and I believe he also made the mirror geometry which is pretty useful in specific cases. Sickleyield for the super niche assets/poses/effects/etc. and more of a need than a 'best' is either SY Invisilights Iray or Ghost Light Kit One by KindredArts.I am new to daz so can anybody link me the best or necessary plugins I need to start off with making a VN? I am planning a contemporary setting.
Thanks, that was a great tip!Maybe try a 30x30 circle/rectangle spotlight at about 4000-6000 lumen (you'll have to play with the distance on your own, though.) pointed at her eyes?
The thing is, given the base angle/trajectory of the sunlight/light source, it's actually falling pretty naturally. This would be pretty close to how it'd look if this were happening in real life.
Thank you! I played around with Babina and Ensley yesterday, and frankensteined them with the old character. Just stealing the bump-maps (and tuning them) does wonders to making it look more realistic!It's quite the jungle lol. I may be not the best person to ask as I may be out of date. Skins that are made by "Daz orignals" (=outsourced by Daz to be sold in their shop in their name), have overall better quality control (not always the case, but more than not). A good shortlist of artists will be more handy than any promo shot imho.
For good details, it depends on witch foot you gonna dance. IrayUber will need fully baked bump/normal, PBRSkin use more likely 1k seamless tiles. Both works well. I may be wrong but since PBRSkin (8.1/9) are a bit less difficult to make, overall quality should be slightly higher.
For IrayUber:
Daz orignal/Victoria8
Daz orignal/Babina8
BlueJaunte/Ensley
For PBRSkin:
Daz orignal/Victoria8.1
Daz orignal/Victoria9 (?)
I think those are good balanced skins base/maps/shader setup regardless of the scult. Ensley might be close to what you can top with IrayUber overall. For Eyes/Mouth I generally go with Victoria8.1 PBRSkin setup whatever the skin uses. If I was maknig a VN prototype, more likely I will make "frankenstein" skin (swapping diffuse/SSS/Normal maps) and iterate from those bases.
I'm pretty sure there's a switch to make pure light sources (not ghost lights) invisible that I *thought* was on by default.I usually don't use spot-lights because I keep getting shadows of the emitters shown in my scene when I swap angle, which is super-annoying.
Maybe, I just haven't found it. I recreated it quickly, so I exaggerated everything but basically I have a scene with lighting the way I want, and then swap angle. With spotlights I get random shadows that shouldn't be there.I'm pretty sure there's a switch to make pure light sources (not ghost lights) invisible that I *thought* was on by default.
Sadge, would've liked to not have that issue anymoreYuuki4
Ah, i see what you mean. (nice clear example btw)
I did a bit of research (fancy googling sir). Yes, the Render Emitter switch is the one I was thinking of. And it turns out that while turning it off prevents rendering the direct view of the emitter, it does not remove the geometry, so it can still interfere with other raycasts (and is visible in reflections !?).
I understand the example you showed us is exaggerated, but that is damn big spotlight. Obviously you could go with a smaller, or further away with a tighter beam angle, with higher intensity and that could emulate the lighting effect you showed, and the shadow from environment or other lights would be less noticeable/out of frame.
Apart from that, the only suggested "solution" I found was the one you are already using: emissive surfaces with low cutout opacity.
I guess that if spot or point lights are what you need to use in some situations then the only thing for it is to treat the set as a "real world movie shoot", and move lights around for different shots. Note that you can setup lots of lights in the scene file and hide them completely for some shots by using the "eye" icon in the scene objects list, then they don't affect anything.
Yea, ngl I'd not bother with DAZ if it wasn't for how readily available a lot of assets are. Most of DAZ is easy to get started with, and sometimes it's just wonky AF (read: I've no fucking clue what I'm doing ). Getting a picture is semi-easy, getting a good picture is sometimes really annoyingly hard.-- Snip --
What I'm saying is, a lot of really poor business decisions went into this.
If you want to keep using this terrible, terrible program, best to keep its failures in mind.
Clearly you haven't spent upwards of five minutes panning the slow-ass viewport around Urban Sprawl 3 trying to place assets*.It's really just a fun program to play around with.
So it looks like you have just a figure and a HDRI background as the "environment lighting map" and a few spotlights.I am using a hdri environment but after placing my own lights, they do not seem to have much effect on my model.
So I tried turning down the environment intensity but then only the characters gets lighted up and not the environment,
So does anybody have a solution where I can light up both the model and environment as well using my own lights?
" If you placed some props (a floor, some debris etc) under the figure, and just used the HDRI for the distant background, then you could maybe get the effect it seems you are looking for. "So it looks like you have just a figure and a HDRI background as the "environment lighting map" and a few spotlights.
Despite what it might have been named in the asset browser, there is a clear distinction between a prop environment with geometry and a HDRI background image. I would normally call an "environment" with geometry a "set" like a movie set.
A HDRI like you are using is just a high res image that is projected inward to the centre of the scene if it was emitting from the inside of a sphere around the scene centre. Some of the projected light will come direct to the camera, some will bounce off any geometry in the scene and a part of those bounces will come to the camera too. If you move the camera away from the centre of the scene the HDRI will begin to look weirdly distorted.
Because there are no other props in the scene, the figure is "floating in space". It looks like it is located near the centre of the scene, which is probably how you managed to get it looking fairly natural with respct to the HDRI image sphere. (Note that this HDRI sphere I am mentioning is not an actual 3d geometry sphere like a skybox as was used in early 3d games. The HDRI lighting is implemented as virtual light source in the iray engine) (As an aside, some older Poser-era 3Delight environments used the oldschool skybox geometry, but those work poorly in Iray)
When you turn down the environment intensity, all of that HDRI light, including the light rays from below that *look* like ground, is reduced, hence the darkness in the background and below the figure
You say you want some highlight spotlights on the model AND still have the environment showing. You should be able to do that if you leave the environment intensity at default and just dial up the spotlight intensity. But it will not look realistic, because that spotlight will not interact with what appears to be the "ground" of the HDRI - there is no geometry surface for the spotlight to bounce off and return to the camera.
If you placed some props (a floor, some debris etc) under the figure, and just used the HDRI for the distant background, then you could maybe get the effect it seems you are looking for.
No, you do as they said and use meshes for the floor. The HDRI becomes a kind of skybox. It's not an option you toggle, it's just the approach you take in using it." If you placed some props (a floor, some debris etc) under the figure, and just used the HDRI for the distant background, then you could maybe get the effect it seems you are looking for. "
- How do I make it a distant background? Does reducing the intensity work?
The HDRI "environment map" already *is* a distant background - that's how they work." If you placed some props (a floor, some debris etc) under the figure, and just used the HDRI for the distant background, then you could maybe get the effect it seems you are looking for. "
- How do I make it a distant background? Does reducing the intensity work?
Probably Blender:Alright fellas Bro needs help again.
Lust & Passion, the developer, has begun implementing custom animations, and I must say, I am intrigued. . They don't look like 60fps but are solid work from the dev. I wonder what software L&P uses. Any ideas?
Long story short, I want to learn, and any nudge in the right direction is appreciated.