3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 12 Votes

TryH4rd

New Member
Jul 6, 2018
12
14
Its a nice render, but in my opinion the lighting is too uniform. I think to give it a bit more realism you need to dim the room lights a bit, and add a bloom effect you can find it in filtering. if you give a value of 50000 and then change the glow value and the power value so you get the step spheres to glow. play around with thoes settings until something looks right. that would look even better.

but it is only a suggestion. :)
First of all.. great job!! Keep it up!

Now for the comments that might help.. i hope anyways! :)

1. I think that the lighting is a bit too much. The chair for example is overexposed!!! Either decrease the luminosity, or underexpose your image (change the f-stop or the shutter speed of your camera in render settings) to balance that.

2. The lighting is good, but a bit too uniform for my tastes. There are no shadows, no depth and.. well.. too much as i said in No1. Look at your house during a sunny day. You will still find spots that are a bit shadowey, some will be overrun by light, some other might be (let's say) normalish.. There is no contrast in the scene if you get my point. Try to create some of these spots. And by using an hdri for an indoor scene, i suggest you do this:
- First build the scene without an hdri. Light it as an indoor scene and on the render settings use: scene only.
- Then, when you are happy with the lighting, you can create your own hdri of the indoor lighting scene. To do that, you can watch this one:
- I would do multiple renders on the scene. And let me translate this a bit. I would go with some of the scenes components (e.g. i would delete -well not delete but hide- the walls or some other parts of the interior) and light the whole thing with only the hdri. Render. Then i would hide the hdri and render the scene with all the components. Then later, i would use photoshop to bind all of them together and create the result of my liking.

3. As far as the realistic skin, too much light destroys details. I don't know if your are using any HD model on this scene (i would recommend it if you don't know the exact details on how to play with bumps and SSS -as i do-), but if you are you wouldn't have seen this on this bright image. Again.. No1. There are a lot of tutorials oute there for realistic skin management in Daz, but i haven't even gone there. It's too much for a new user I think. If you can get the lighting as good as it gets, using HD models will increase the realism of your images. Then, you can try and mess with all the settings.

4. When you say collisions? What kind? Give us an example or even better a render witout post work.

5. At the third image, where she is laying on the couch, the model relatively with the couch is posed a bit weird. Like she is floating. When things get a bit unnatural, even the smallest of details, our eyes have the tendency to pick it up immediately! It's just.. something is wrong there, even if you don't get it at first. Try to fix this. Don't be afraid to over-do a pose (e.g. try to sink her ass and her foot in the couch or the sheet). Otherwise it might be off world a lot more!

My first render was totally shitty due to lack of understanding of lighting. I watched like 500 tutorials on lighting, not only for daz but in general. I'm still a worthless piece of sh*t (hahahah) but my renders are more lifelike now. Most people you see here that publish their first render have on common mistake, lighting. And this is natural and I am not saying that they suck or whatever. I did the same thing (still do sometimes). As i've said before.. use your eyes and your surroundings to see what is really happening in the world out there. Combine it with some tutorials and your renders will be 1000% better instantly.
I'm also a bit of a noob at Daz, but my suggestion for lighting:
Don't use spotlights, pointlights or distant-lights to light your scene, unless you really know what you're doing.
Use surface lights:
Go to Create -> new primitive and select 'plane'
Select the plane.. go to 'surfaces'... find Emissions and turn that on. This will make the plane give light.
Use the temperature for intensity of the colour of the light (low is more reddish-light... high is more white-light)
and the Lumen and Intenisty is more for how bright it is.
Then just place the Plane with the paremetres tab where you want it and how to angle it

I like these lights the best since they are more sublte to use than Spot/point lights.
Also... don't forget to turn the enviroment-lights off:
Render settings tab.... find the 'Enviroments'
Turn the Eviroment Intensity, Map and Lighting Resolution all the way to 0. All three just to be safe to have only your new lights in the scene and not the overall enviroment lights.
I agree. Though, you can use a mixture of both actually for better results. Spotlights/pointlights are usefull enough. Distant lights.. nah. Don't like them. But you have to know how to use them. play with the properties. You can have subtle results also.

I first started using primitives also. Then i tried to learn how to control the spotlights to my benefit. Took some effort but not more than the primitives. Because with the primitives you also need to experiment a lot. How far will you put the surfuce. What shape you want. The angle. Still there is a lot of experiment to do.

Also, the temperature is a bit difficult to manage if you don't know how it works. Low temp gives off a yellow light. Not reddish exactly. Low temp lights are usually used in living rooms or bedrooms, cause you have to have warmth in your lighting. High temp lights are used in large rooms, like schools, hospitals, kitchens (

One thing everyone can do is actually find a photo (either your photo or on the internet


Try Blender Guru. Great tutorials! Also try WP-Guru

Lots of gurus out there!!! hahahahah!
Thanks everyone for your replies I tried to learn all that I could from them so now here are some new photos with what I have plus a improving an old image. Hope people like the images. Demo2.png demo3.jpg demo4.jpg demo5.jpg
 

MG-Gaming

Active Member
Nov 11, 2018
644
1,497
Thanks everyone for your replies I tried to learn all that I could from them so now here are some new photos with what I have plus a improving an old image. Hope people like the images. View attachment 680940 View attachment 680941 View attachment 680942 View attachment 680943
Looks very nice. Definite improvement on the first render. Good work.
To nitpick a bit though, the 3rd and 4th render have shadows going the opposite direction of where the light 'should' be coming from.
The window is behind her, yet the main lightsource is evidentely in front of her.
It is a detail, yet it is something i noticed.
 
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m4dsk1llz

Engaged Member
Feb 13, 2019
2,614
16,982
Ugh, some days I hate DAZ. I was fooling around with Jessi HD for Josephene 8 from 3DSublimeProductions and she is an Amazon! Sad thing is that most of the DAZ female models are 6' or taller (182++ cm). This model is actually 6'4" flat-footed (193 cm). What the fuck DAZ? Just as a point of reference 6'0.5" is considered extremely tall for a woman (99.9 percentile), so she is a monster.

Those designers should know that women worldwide 6' and over rank in the 99th percentile (taller than 99% of all females), my guess, without any proof mind you, is that the DAZ percentage is closer to 50%. Honestly, if they wanted 50% of their models to reflect real world then that height should be 5'4.5". 5'6" is the 75th percentile and 5'8" is the 93rd percentile.

It just sucks to run nearly every model through Measure Metrics or some other utility just to modify them into more realistic heights.
 

Larry Kubiac

Well-Known Member
Feb 4, 2018
1,895
10,093
Ugh, some days I hate DAZ. I was fooling around with Jessi HD for Josephene 8 from 3DSublimeProductions and she is an Amazon! Sad thing is that most of the DAZ female models are 6' or taller (182++ cm). This model is actually 6'4" flat-footed (193 cm). What the fuck DAZ? Just as a point of reference 6'0.5" is considered extremely tall for a woman (99.9 percentile), so she is a monster.

Those designers should know that women worldwide 6' and over rank in the 99th percentile (taller than 99% of all females), my guess, without any proof mind you, is that the DAZ percentage is closer to 50%. Honestly, if they wanted 50% of their models to reflect real world then that height should be 5'4.5". 5'6" is the 75th percentile and 5'8" is the 93rd percentile.

It just sucks to run nearly every model through Measure Metrics or some other utility just to modify them into more realistic heights.
Unscale or change body is very simple.
 

GNVE

Active Member
Jul 20, 2018
686
1,152
Ugh, some days I hate DAZ. I was fooling around with Jessi HD for Josephene 8 from 3DSublimeProductions and she is an Amazon! Sad thing is that most of the DAZ female models are 6' or taller (182++ cm). This model is actually 6'4" flat-footed (193 cm). What the fuck DAZ? Just as a point of reference 6'0.5" is considered extremely tall for a woman (99.9 percentile), so she is a monster.

Those designers should know that women worldwide 6' and over rank in the 99th percentile (taller than 99% of all females), my guess, without any proof mind you, is that the DAZ percentage is closer to 50%. Honestly, if they wanted 50% of their models to reflect real world then that height should be 5'4.5". 5'6" is the 75th percentile and 5'8" is the 93rd percentile.

It just sucks to run nearly every model through Measure Metrics or some other utility just to modify them into more realistic heights.
Just checked: Even Dutch women (tallest people in the world) don't get to 193CM enough to show up in the statistics (though 1.6% reach to 183 - 187cm)
 
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5.00 star(s) 12 Votes