3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

sambajoe

New Member
May 24, 2017
10
112

Oppai Auteur

Developer of Old Friends and Public Transport
Game Developer
Mar 26, 2018
1,717
10,920
This was mix of two ghostlights and two spotlights, it was rendered at 1080p for about 700 samples then downsized to 720p. People kept telling me this a great technique to get better renders when you have a slower machine, not sure if I was sucessful lol

Ass to Ass

Ass to Ass.png
 

mcmania

Member
Dec 4, 2016
121
893
I know it is still grainy, low res and no postwork (there is 4500 iterations with a convergency ration of 95%, but I know that in low light it is not enough), but it is an intemediate render: this scene is "imcomplete", but I rendered it to test the light and the realism of the setting (pose, room,skin...) before continuing to pose new items in it.

So spit your venom :p, I would like to have comments and advices... casualy her.png
 
D

Dr PinkCake

Guest
Guest
I know it is still grainy, low res and no postwork (there is 4500 iterations with a convergency ration of 95%, but I know that in low light it is not enough), but it is an intemediate render: this scene is "imcomplete", but I rendered it to test the light and the realism of the setting (pose, room,skin...) before continuing to pose new items in it.

So spit your venom :p, I would like to have comments and advices... View attachment 116301
It got a good feel to it, great pose and shadows look lovely. You wanted honest feedback so here it is.
Did you make it out of two separate images? I can see a sharp line at the knee to the left. It looks like your DOF settings are a bit off, the face is not sharp (the toe is much sharper). Also, 4500 iterations? Why don't you do 1000 iterations at twice the resolution and downsample and just forget about the convergence ratio? That will make it render faster and take care of a lot of grain.
 
  • Like
Reactions: mcmania

Oppai Auteur

Developer of Old Friends and Public Transport
Game Developer
Mar 26, 2018
1,717
10,920
You know what? When it comes to tongue kissing, posing in Daz3D can well and truly get fucked! :p

This one was pretty tricky to put together and I'm not really happy with the end result.

The render is a mix of HDRI and two ghostlights and some modified preset poses, they were originally male and female presets so had to work around that, also getting the heads that close to kiss was such a bitch!

Rendered it at 1080p for 850 iterations then downsized to 720p...Thoughts?

Black Tongue

Black Tongue.png
 

mcmania

Member
Dec 4, 2016
121
893
It got a good feel to it, great pose and shadows look lovely. You wanted honest feedback so here it is.
Did you make it out of two separate images? I can see a sharp line at the knee to the left. It looks like your DOF settings are a bit off, the face is not sharp (the toe is much sharper). Also, 4500 iterations? Why don't you do 1000 iterations at twice the resolution and downsample and just forget about the convergence ratio? That will make it render faster and take care of a lot of grain.
In fact, there is no DOF, the blur is due to the fact that the initial image was smaller (I used GIMP to resize it to from 683x876 to 842x1080 using the NoLo algorithm to attenuate the grain of the picture. I know I said there was no postwork, but my meaning was about the tone of the image)... The scene was done in one pass using one light source: an iray mesh projector through the window...

Regaring the number of passes, it is important when it comes of using the architectural optimization and spectral rendering, which is my case: the optimization come later in the rendering process (cfr iray doc about caustic and architectural optimizations: )

... and a big thank you for your honest comment...
 

mcmania

Member
Dec 4, 2016
121
893
Originally an Anagenesis test (the first shader released), but after that shader started creating strange artifacts where the UV maps intersected, thought just stick with the original skin with a few lobe mods:

You don't have permission to view the spoiler content. Log in or register now.
I really like this render (I am fond of fantasy settings) and the colors, light, shadows are so harmonius... just my 2 cents...
 

Techn0magier

Well-Known Member
Jul 2, 2017
1,221
4,525
I know it is still grainy, low res and no postwork (there is 4500 iterations with a convergency ration of 95%, but I know that in low light it is not enough), but it is an intemediate render: this scene is "imcomplete", but I rendered it to test the light and the realism of the setting (pose, room,skin...) before continuing to pose new items in it.

So spit your venom :p, I would like to have comments and advices... View attachment 116301
There are several ways to reduce the noise in a picture, downsampling is one way. Another would be a copy of the image as an additional noise generator, to average the pixels out, could also work. Val Cameron has some of those techniques explained in his PinUp tutorials. Using DoF is also a nice way to "hide" noise.
A thing I would consider is, manipulating the exposure trinity. Or you could go for the hide and seek game with atmospheric lights on low values. Camera people are using some tricks like harsh rim lights or blue tinting lights. It really depends on your goal you want to achieve.
This kind of picture would also work very well as a b/w. But that would need some serious postwork.
 
  • Like
Reactions: mcmania

Evic

Member
May 25, 2018
205
2,067
I rendered it to test the light and the realism of the setting (pose, room,skin...) before continuing to pose new items in it.

So spit your venom :p, I would like to have comments and advices...
First, great pose and character. The hands, shoulders and expression look natural which can be tricky.

The only nit-picks I can come up with are pretty minor...

Her left elbow looks like it is floating due to the lighting, and her left calf has that signature daz sharp cut with that much of a bend. You can correct that somewhat with the standard shaping sliders.

She looks like she's floating on the bed, or sitting on a bed that is made of concrete. Did you try using mesh smoothing modifiers on furniture yet? I can help.
 
  • Like
Reactions: mcmania

Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,260
7,647
I know it is still grainy, low res and no postwork (there is 4500 iterations with a convergency ration of 95%, but I know that in low light it is not enough), but it is an intemediate render: this scene is "imcomplete", but I rendered it to test the light and the realism of the setting (pose, room,skin...) before continuing to pose new items in it.

So spit your venom :p, I would like to have comments and advices... View attachment 116301
I like the scene composition and the character pose that you have employed. Attention to detail by adjusting the clothing is also nice. I'm also guessing that you customised the picture in the background.

As you are already aware the lighting could be tweaked to bring out more detail in the character image. I would also lower the character position slightly such that about half the pinky toe is obscured by the bed sheets. This will give the impression that the character has some weight. Also in terms of image quality, I think you could achieve better results at a higher resolution with a significantly reduced iterations. Whilst the source image will have far more noise at full scale, these will be blended out when you downsize the image.
 
  • Like
Reactions: mcmania

epw14

Member
Jun 28, 2017
320
2,758
I know it is still grainy, low res and no postwork (there is 4500 iterations with a convergency ration of 95%, but I know that in low light it is not enough), but it is an intemediate render: this scene is "imcomplete", but I rendered it to test the light and the realism of the setting (pose, room,skin...) before continuing to pose new items in it.

So spit your venom :p, I would like to have comments and advices... View attachment 116301
Firstly: love the 'feel' of this candid picture, and the only tweaks I'd make are:
  • add a slight 'rim' light along her right side just to bring her out of the background darkness (just a bit / could be explained as light reflected off the rear wall). Just use a spotlight (the poor quality of the spotlights isn't an issue as you're only trying to get background/character separation)
  • add a tiny, tiny amount of DOF, again just to separate her from the background
  • and, probably most importanty (in my opinion), is add catchlights to her eyes by placing a plane (or torus / or something) behind the camera with an Iray emissive material; we're used to seeing those little lights in peoples' eyes, and if we don't, then they look odd / dead
And, apologies for defacing your work; just wanted to illustrate my meaning:

You don't have permission to view the spoiler content. Log in or register now.
 
5.00 star(s) 13 Votes