- Aug 28, 2018
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Ok, so that last one was just wrong. If it was a man instead of a woman, he'd be in prison as a pedophile. Really. #metoo
Ok, so that last one was just wrong. If it was a man instead of a woman, he'd be in prison as a pedophile. Really. #metoo
I dunno, man. She looks like a Christmas ham on a spit. Good render tooThis has nothing to do with the holidays - just wanted to take Pretty Base for a spin...
For those that don't like black & white renders, here is the color version...For once, I did want to do something in black and white...
View attachment 197342
I think the B&W was more dramaticFor those that don't like black & white renders, here is the color version...
View attachment 197719
yeah I was planning to do same with sets, but I actually was hoping to build like a full house, with houses around about as well, then place multiple camera and lights, so anytime I wanted to setup a scene in a location, I just set viewport to correct camera, then set up characters and render. figure that would save me lots of time but sounds like, more I have in scene, even if it not visible in viewport, the longer it take to render.I build almost all of my scenes from scratch using bits and pieces of different assets. The trick is that you really only need a few key things to fill out the scene- those that can be seen (directly or in a reflection) and those that affect what can be seen (shadows mainly).
Another trick is to do multiple renders. Make a scene of the outside world and render it, then render your indoor scene but leave the dome off so everything that's empty is transparent. Photoshop the interior render over the exterior render and you'll only see through the windows.
You can try with section planes too, they effectively make everything on one side of them invisible to the iray engine. You can parent them to the camera and angle them to match the camera's FoV for some quick & dirty renders. That won't help much with viewport performance or anything like that though.yeah I was planning to do same with sets, but I actually was hoping to build like a full house, with houses around about as well, then place multiple camera and lights, so anytime I wanted to setup a scene in a location, I just set viewport to correct camera, then set up characters and render. figure that would save me lots of time but sounds like, more I have in scene, even if it not visible in viewport, the longer it take to render.
Well, the last picture is just an illustration of today's american school. I see no problem whatsover.
You fooled me completely!View attachment 198053
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It might be with one small exception. If a female teacher were to open her blouse and expose her breasts to a male student, as is shown in the last picture, she would get locked up, because that is a crime.Well, the last picture is just an illustration of today's american school. I see no problem whatsover.
That is what's been happening in the US nowadays. Almost every month a female teacher gets arrested for having sex with a minor.It might be with one small exception. If a female teacher were to open her blouse and expose her breasts to a male student, as is shown in the last picture, she would get locked up, because that is a crime.
grouping and being able to hide groups is interesting , could maybe assign each room in a house as a group , so bedroom 1, bedroom 2 , living room, bathroom dstairs, bathroom ustairs etc.You can try with section planes too, they effectively make everything on one side of them invisible to the iray engine. You can parent them to the camera and angle them to match the camera's FoV for some quick & dirty renders. That won't help much with viewport performance or anything like that though.
Another simple trick is to use groups. Anything in a group can have it's visibility toggles with a single click and it's pretty helpful. It behaves differently than just parenting items to other items, which is great to keep them together when moving them around and such. A good example of the benefit of a group is to create a character with eyelashes, hair and clothing. When not in a group you will have to hide the body, clothing, hair, eyelashes, etc individually. However, put that character in their own group and all you need to do is toggle the group visibility to (un)hide all of that in one click
Groups are great for scenery since you can hide many objects when you're working so the viewport is faster or hide the groups that you don't need for a single render. However, using groups to make a detailed house and surrounding neighborhood will still be a painful experience when you need to save or load the full scene among other things. In the end I still recommend just building only what you need for the scene you're rendering. In most cases, any time saved by making a large complex scene to be used from multiple cameras for different shots will be lost trying to manipulate, navigate and optimize it several times.