3D-Daz Daz3d Art - Show Us Your DazSkill

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Apr 18, 2021
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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. 24% 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.
Wow lots of good information here. I'm still digesting the lens settings and trying to figure that out. Struggling between 16:9 for "full screen" on most displays or 4:3 for traditional artistic ratio.
Had no idea about using planes to automatically create a white balance. Indeed it would be far easier for me to render the entire scene in B/W and leave it that way as the subjective placement of hues doesn't really make any sense.
 
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Techn0magier

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Jul 2, 2017
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[...]
Struggling between 16:9 for "full screen" on most displays or 4:3 for traditional artistic ratio.
Had no idea about using planes to automatically create a white balance.
[...]
Don't stress about the Aspect Ratio too much. Instead think of, under what circumstances will this render be seen? As part of a game? Use the ratio of the device the game will be played on (probably 16:9). As a print? Well, use the Ratio of the paper you print on. On a phone or tablet? Try 9:16 or 3:4, most people use their phone in a vertical position. ;) (I hate vertical videos)
On Instagram? Use 1:1.
Do you want to do smth photorealistic? Use whatever ratio you like, photos are vast and plenty there are no guidelines. But remember that film, slates and sensors of cameras have a defined base ratio. It is a good idea to make your base render with the same ratio as your preferred camera. I love the Olympus Cameras and they come with a base ratio of 4:3. It is just that photographers crop their pictures to optimize their composition, which leads to very odd results sometimes. Ever seen a portrait in a 2:11 ratio? Well, I have.

If you are struggling between 16:9 and 4:3 for personal taste. keep in mind that 16:9 shows more scenery compared to 4:3 which means you as the artist has to show smth within this space. No idea what to do with this additional space? Use 4:3. 4:3 looks too cramped? Use 16:9 and spread stuff out.

The thing with the plane is used by photographers and videographers for ages. ^^ They have dedicated grey cards and colour plates for exactly this reason. In CG we can just borrow this method. xD



btw. the new version is definitely an enhancement compared to the first version. I like it.
 
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atheran

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Feb 3, 2020
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I swapped out the locker and added more background stuff to liven up the scene. Lighting is still WIP.
Now that's some progress. Although if you're still up for some critique, I still think the lockers need some beveling. Also..the lockers on the back seem to be missing the lock mechanism? It can't be that the DoF is blurring it that much that I can't see it considering I can see the grills but not a big indented rectangle. I think I see some colour change actually so it IS probably the DoF.

1) Lighting is still flat on the main subject (the girl). I'd try with only the hdri to see how it looks, add some volumetrics and if nothing looks ok, only then start adding ghost lights.
2) The materials suck. It's not your fault, but I'd change both the brick and the wood on the windows. Especially the wood, it look like plastic. There are several sites with free and high quality brick and wood textures.
3) I don't understand that blue rectangle on the floor at the right. If it's supposed to be a rug, give it some volume, if it's paint/ floor colouring, I'd either remove it or make it bigger, it's distracting as it is.
4) The girl's dress. The way it conforms underneath her left breast is not correct and one of the biggest offenders in my opinion of how Daz conforming (not dforce) clothes look.
5) Similar to number 3. What's that black and white thing on the upper right corner? If it's a light, make it a light, possibly move it a bit in frame too to show it better, if not, remove it since it simply detracts from the scene without adding to it.
6) For this one, I should have cropped the image, but I can't now. Look at the lockers at the bottom gril. That hard edge looks weird at that place. It's easy enough to soften the edge on your software of choice.
7) Lastly and possibly the hardest of them all to fix, the place is too clean for a school. Lockers at the very least should have some dirt buildup at the inside corners. But that's too nitpicky and only really useful if you go for a photorealistic result.

Girl still looks weird to me. :)

But with the added people alone, this looks a lot better already, a better composition and better fitting to my expectations of a scool corridor. Fix the lighting and you'd be 95% there. The rest are just details.
 
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Seanthiar

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Jun 18, 2020
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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.
IMHO no blender or maya render - only in comparison, the thread is named "Show us your DAZ Skill" and not show us your Maya or Blender Skill. There are other threads for that like https://f95zone.to/threads/blender-art-show-us-your-blender-skill.72143/ and Maya is a prof. Tool for about 2000$/year and not really comparable.
 
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5.00 star(s) 13 Votes