3D-Daz Daz3d Art - Show Us Your DazSkill

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Virtual Merc

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May 7, 2017
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So question. Is this thread about renders that have been done with Daz? Or renders with characters and scenes that have been made in Daz? Asking because after transfering the character over and without messing much with materials etc, I can get a lot better renders in Blender Cycles or Maya Arnold in like..a fourth of the time Daz Iray takes. So I wanted to know if I can keep posting those or not.
I'm sure nobody would mind If you used other 3d software entirely as long as it's rendered and not a screen shot. We just need to know you know the pain of rendering for at least 30mins or more only to notice something wrong and have to start over....multiple times.....
 
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Techn0magier

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I'm sure nobody would mind If you used other 3d software entirely as long as it's rendered and not a screen shot. We just need to know you know the pain of rendering for at least 30mins or more only to notice something wrong and have to start over....multiple times.....
we really need this "Agreed" reaction.
 
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- The light is too flat. In general, the lighting is off and could need a rework. Consider where your light sources are and what kind of shadows they should create on her face and body.

Those below are nitpicked don't consider them when you are an actual beginner. ;)

- The surfaces, in general, are too clean, too perfect. The same goes for her model, maybe play a little bit with asymmetry morphs or deformer.
- Her arm doesn't convey pressure but clipping through the locker. The same goes for the finger on her right hand.
- The lens does look a little bit like a Tele Lens, not a Normal Lens like human eyes. So she appears a little bit deformed.
- Not enough clutter to be a believable hallway (ignore this if you have a potato for a computer ;) )
- Colour, colour and colour. Nothing really pops and it seems to me that the white balance outdoors doesn't match the white balance of your interior.
Thank you for the suggestions. Do you know of good lens setting for something natural looking like human eyes? Getting that arm to sit right is a challenge...
Unfortunately I am colorblind and do my best but it gets really confusing trying to balance things out when the colors don't make sense to me.
Totally agree about the clutter! Am working on that :D


I think the big thing wrong with the face is that the eyes are angled up too much. You can select both eyes and set their "point at" parameter to the camera. Sometimes you'll have to turn the head too, to make it look right. You may want to angle the head a bit anyway, since looking at her straight-on is a bit of an unflattering angle (but better lighting might help a lot there).

As for adding people/scene clutter, if you're #PotatoSquad you can also just adjust the camera so less of the corridor is visible ;) Otherwise... clutter is generally cheap, especially if you run Scene Optimizer to make sure a stray pencil doesn't have a 4096x4096 texture (Some assets are horrible about this). Adding too many people will make your GPU cry, but there are shortcuts you can take.
So I did try the eyeball point at camera setting but it seems to look wrong. I will try to adjust it manually.


On the model specifically or the render in general? Also..some background on what's happening here? Is it school hours? After school? If for example it's supposed to be them breaking in to steal stuff and are arguing on how to cover their tracks..that's a really bad render. :)

Obviously it's not my example but if you want feedback on the scene, we'd need more information.

As it is, I assume it's school hours during a break or something. In that case, I'd add a few passing students (being alone in an empty hallway during a break between classes is weird). That's for the scene in general.

As for models, you really need to find better models for the lockers. Textures as well, but mostly models, or at the very least edit the one you have and add some bevels here.
View attachment 1312013

As for the girl, she looks creepy to me but I can't place it. Probably the eyes? I don't really know.

The general layout looks nice, but if I were you, this window shot is the perfect usecase for volumetric lights. Will look better and will fix the relative flat lighting, but will also take longer to render. So it's up to you really if you want to go that route.

Plus everything that Techn0magier said. Some are easy to fix to get a good render, others are harder. He posted while I was writing so..no point writing them all over again. So I leave just the extra stuff I wrote.
The background is during school hours, between classes, the MC is talking to her about their plans for the last week of school. Soon the bell will ring and they will go to class, so I agree, there totally needs to be some clutter or stuff in the hallway.
After spending about an hour trying to retexture these crappy lockers I have decided to replace them completely. They are really bad anyways and can't even open.
Hmm what makes her creepy? Can't have people getting creeped out or too uncanny valley :unsure:
 

Techn0magier

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Thank you for the suggestions. Do you know of good lens setting for something natural looking like human eyes? Getting that arm to sit right is a challenge...
Unfortunately I am colorblind and do my best but it gets really confusing trying to balance things out when the colors don't make sense to me.
Totally agree about the clutter! Am working on that :D
[...]
Sure. The best way is to stick to the "science" of photographers. A "Full Frame" camera has a sensor width of 36mm. In DAZ it is called "Frame Width" and can be found within the camera settings. So a Normal Lens would be around 50mm "Focal Length". Everything larger is considered "Tele Lens" (or sometimes zoom lens IMO this is a misleading name) everything below Wide Angle Lens. Tele Lenses with an approx range of 65mm were considered good for portraits, and they still are to a certain degree, but they fell out of fashion for 90+mm when it comes to high-quality portraits in magazines or fine art.

The Default Values in DAZ Studio are 36mm for Frame Width and 65mm for Focal length.
Good for close up portraits not so much for portraits with a lot of scenery around.
Change the Focal Length to 50mm.

Other typical settings would be 22,5mm for Frame Width and 32mm for Focal Length. (Normal Lens APS-C [not Canon they are special snowflakes])
Frame Width 24mm and 30mm Focal Length (Normal Lens for Canon APS-C)

And my favourite 17,3mm Frame Width and 25mm Focal Length (Micro Four Thirds) for this you will also use a 4:3 Aspect Ratio for the most photorealistic result.

Stick to this, remember always a "Normal Lens" represents the natural distortion humans experience with their eyes.
Tele Lenses help you with separation and focus on a single subject Wide Angle Lenses are more for scenery and help you to present a strong foreground and lessen the impact of the background the wider they get. And they always distort your image in a certain way.
The other settings are probably too much for now. ;)


For your colourblindness there are two very helpful "tricks" you could use.
First, always have a small plane that is purely "normal grey" and has a matte surface. 21% grey for Canon Cameras 18% grey for the rest of the world (RGB 118,118,118). Just put it in a corner you know you will crop out later in postwork. This grey plane you can use to let the postwork program of your choice make an automatic white balance. It is important that the plane is rendered within your scene. If you are using Lightroom you could also put a pure white and pure black plane next to the grey one. Lightroom has a white balance tool that can use all three pieces of information to give optimal results. I really wish RawTherapee would also have the black and the white colour picker for white balance. After that, only enhance with the "Vibrance" slider and activate "protect skin colours" if available in your software, not the "Saturation" slider. "Vibrance" has an inbuild smart macro to pick colours for you while "Saturation" impacts every colour equal. And use it with care. Most of the time values between 15 and 25 are enough to make a difference. Your taste and experience is the key here.
The other "trick" is, to go b/w or monochrome. Depending on the kind of colourblindness there could be comfortable monochrome palettes for you to use. A friend of mine is weak on green and red, so he likes to dabble with blue schemes.

When it comes to clutter there are a lot of nice and good tips here in the thread, depending on the processing power of your rig. Billboards, Scene Optimizer and scatter tools that create instances are the most versatile options to achieve good results with reasonable impact to the render time.


Edit: It was too late for me yesterday I falsely claimed that Canon uses a 24% grey, that is wrong. They use a 21% grey for calibration.
 
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Virtual Merc

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May 7, 2017
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Thank you for the suggestions. Do you know of good lens setting for something natural looking like human eyes? Getting that arm to sit right is a challenge...
Unfortunately I am colorblind and do my best but it gets really confusing trying to balance things out when the colors don't make sense to me.
Totally agree about the clutter! Am working on that :D



So I did try the eyeball point at camera setting but it seems to look wrong. I will try to adjust it manually.



The background is during school hours, between classes, the MC is talking to her about their plans for the last week of school. Soon the bell will ring and they will go to class, so I agree, there totally needs to be some clutter or stuff in the hallway.
After spending about an hour trying to retexture these crappy lockers I have decided to replace them completely. They are really bad anyways and can't even open.
Hmm what makes her creepy? Can't have people getting creeped out or too uncanny valley :unsure:
colourblind myself, keep an eye on the RGB numbers, for me its reds and greens, so if I think I'm working with a brown but either the red or green value seem a bit too high that's a good warning, we're not painting with a palette of colours that look the same, were working with textures from normie sighted people so it's not as much as a hindrance as you think.
..Or my renders have really weird colours and I'm making a fool of myself :unsure:, either way at least some people seem to like it.

Also I avoid changing lighting colour as much as I can, google light temperature charts and use the temperature setting in parameters instead.
 
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_13_

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I'm sure nobody would mind If you used other 3d software entirely as long as it's rendered and not a screen shot. We just need to know you know the pain of rendering for at least 30mins or more only to notice something wrong and have to start over....multiple times.....
What? Something's wrong with this?
2-360_.png

The worst part is, I already had to redo an alternate path version of this image for the same reason!
 

BamID

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May 17, 2020
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I'm sure nobody would mind If you used other 3d software entirely as long as it's rendered and not a screen shot. We just need to know you know the pain of rendering for at least 30mins or more only to notice something wrong and have to start over....multiple times.....
Ever simulated some dForce hair for over 17hours just to not like it and redo it severall time :D ?
WEll.. then you know what i like xD
 
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Virtual Merc

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Ever simulated some dForce hair for over 17hours just to not like it and redo it severall time :D ?
WEll.. then you know what i like xD
And I thought dforce hair spazzing after an hour just when it was about to finish was bad enough. I salute you sir
 
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