3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

mastergobbo

Member
Oct 17, 2021
281
1,755
Worked more on this model's figure etc... done up a more modest pose with a playful look...
View attachment 2086011

View attachment 2086012

The wet hair is dforce hair... what a royal pain that is to work with. Takes longer to simulate it than to render the image.
I'm on this wet&dforce thing myself atm, it's hard to get believable results for someone being in water, having wet hair and being wet, AND having a somewhat believable effect on the water ... without using postwork. Especially if you do not have the skill to get it done in post ;)
I am with you there!
 
  • Like
Reactions: Night Hacker

Coral's Dream

Member
Aug 30, 2022
125
2,428
Hello hello! My beautiful Coral is here again!
And this time, she brought an old player to this new game...
Meet Xerrin, Coral's godmother and best friend! I am planning to give a short backstory about this duo a bit later ^^.

I know it's been a while since I've posted, however, I did my homework very hard this time.
I am playing with every single button available on DAZ Studio, heheh.
Here I present you several images of my beauties that I preferred to render in earthy / autumn color palette.

Not only I've tried new studio setups (lighting, camera, filtering, environment settings, etc) but also I got a new asset, an outdoor one, and tried my first render with an actual environment this time! What do you think? It was a bit harder than I expected to set the lighting up for the outdoor environment, especially for a daylight render, I used HDRI + an emissive spherical light. The render time took so long :( I mostly set my sampling/iterations approx. to 300-350, but for the one with the environment, I had to increase it up to 2k. The result is kind of OK in my opinion, since it is the very first trial.

There is sooooo much to learn... I'll try indoor renders, more outdoor renders (maybe), more daylights, maybe nightlights... We will see... Anyway, hope you like them <3

As always, there is no postwork in any of the images below, and I am all open for the comments and criticism.

PS: OMG OMG OMG!!! The Fallen Cardinal and Forlorn Desire!! I am honored *teardrops*! I didn't think anybody would be interested in the no-post team forum signature! I appreciate it. Thank you so much! Hope our small team of talents will grow bigger and bigger!

017.jpg
018.jpg
019.jpg
020.jpg
021.jpg
022.jpg
 
Last edited:

Night Hacker

Forum Fanatic
Jul 3, 2021
4,809
23,244
I'm on this wet&dforce thing myself atm, it's hard to get believable results for someone being in water, having wet hair and being wet, AND having a somewhat believable effect on the water ... without using postwork. Especially if you do not have the skill to get it done in post ;)
I am with you there!
I used a wet skin mod for it, though it is not needed. You can edit the skin surface properties and adjust things like reflectivity etc... and get a wet look just as well. The wet hair is easy enough to use, I just hate waiting for dforce simulations (which sometimes explode the hair and you have to restart). There is wet hair that is not dforce though that is posable, that's what I normally use.

For the ripples in the water in these renders, that is really simple, the following add on allows you to select the figure, click the ripple and it will be added. You just need to adjust the height (Y-direction) to match the water it is in:

I don't do any postwork. I try to do it all in Daz.
 

mastergobbo

Member
Oct 17, 2021
281
1,755
getting creative with meshes ...

As you could see in my last post here intimacy, I am working with a somewhat ... moist :cool: surrounding, and was thinking, it would be nice to get not just a "water-y" surface and (eventually) wet skin for anybody actually being in water, and thus likely being wet.
So I THOUGHT to manipulate the original watersurface in the poolmodel, but that idea went straight down the drain, because the surface ist just a 1x1 grid with no divisions. So, no maipulating vertices, because, there are none :confused:
I know, potentially there is a shitload of methods to get these mesh-manipulations done, but I am happy I can use DAZ somewhat ok, working with blender and such is no option.
Meshgrabber (my 3rd-party DAZ go-to tool of all time) can't be used, so what can I do?
My idea: remove the original pool-surface, replace it with a plane primitive and give it "sufficient" divisions, and give the new waterplane a propper watershader.
That's what it looks like:
waterplanes_compare.jpg
Im not totally happy, especially the refraction urks me, but all in all it looks good, I think.
The reflecting lights looks very "edgy", but I would have to use much higher textures AND much mur vertices, which is not practical.
I think for a relatively easy work, it looks ok enough.
Not to forget, there are watersplashes and wetskin missing atm, when that's added, it will probably look a ton better.
I'm putting 01 & 04 in the spoiler with much higher res.

You don't have permission to view the spoiler content. Log in or register now.
 
  • Like
Reactions: JJsworld and mowu

mastergobbo

Member
Oct 17, 2021
281
1,755
I used a wet skin mod for it, though it is not needed. You can edit the skin surface properties and adjust things like reflectivity etc... and get a wet look just as well. The wet hair is easy enough to use, I just hate waiting for dforce simulations (which sometimes explode the hair and you have to restart). There is wet hair that is not dforce though that is posable, that's what I normally use.

For the ripples in the water in these renders, that is really simple, the following add on allows you to select the figure, click the ripple and it will be added. You just need to adjust the height (Y-direction) to match the water it is in:

I don't do any postwork. I try to do it all in Daz.
thanks for your reply! I tend to go overboard with details most of the time :) and think way too complicated in how to solve a certain problem.
I will test your "ripples and wakes" addon, maybe it fits better in my scene ... thanks!
You don't have permission to view the spoiler content. Log in or register now.
Was testing how wetskin would look ... mostly very nice, just for my G81M it would not work, so I used gloss&reflective, but taht looks more oily...
 
  • Like
Reactions: erikus

Night Hacker

Forum Fanatic
Jul 3, 2021
4,809
23,244
getting creative with meshes ...

As you could see in my last post here intimacy, I am working with a somewhat ... moist :cool: surrounding, and was thinking, it would be nice to get not just a "water-y" surface and (eventually) wet skin for anybody actually being in water, and thus likely being wet.
So I THOUGHT to manipulate the original watersurface in the poolmodel, but that idea went straight down the drain, because the surface ist just a 1x1 grid with no divisions. So, no maipulating vertices, because, there are none :confused:
I know, potentially there is a shitload of methods to get these mesh-manipulations done, but I am happy I can use DAZ somewhat ok, working with blender and such is no option.
Meshgrabber (my 3rd-party DAZ go-to tool of all time) can't be used, so what can I do?
My idea: remove the original pool-surface, replace it with a plane primitive and give it "sufficient" divisions, and give the new waterplane a propper watershader.
That's what it looks like:
View attachment 2086039
Im not totally happy, especially the refraction urks me, but all in all it looks good, I think.
The reflecting lights looks very "edgy", but I would have to use much higher textures AND much mur vertices, which is not practical.
I think for a relatively easy work, it looks ok enough.
Not to forget, there are watersplashes and wetskin missing atm, when that's added, it will probably look a ton better.
I'm putting 01 & 04 in the spoiler with much higher res.

You don't have permission to view the spoiler content. Log in or register now.
Nice work! I'm not sure if this will help at all, but have you tried adding a subdivision modifier? I done up a quick screenshot of it here...
Screenshot 2022-10-06 200219.jpg
You click on the plane, then follow those menu prompts and Convert to SubD which then allows you to subdivide it into higher and higher resolutions. It basically takes your geometry and divides each square by two, effectively adding in more "vertices". Each level you raise it (on the right side under Mesh Resolution), divides it further, exponentially increasing the polygons, so be careful. But it could possibly help... if I understand your problem, which i am not sure I do fully. ;)
 

mastergobbo

Member
Oct 17, 2021
281
1,755
Nice work! I'm not sure if this will help at all, but have you tried adding a subdivision modifier? I done up a quick screenshot of it here...
View attachment 2086055
You click on the plane, then follow those menu prompts and Convert to SubD which then allows you to subdivide it into higher and higher resolutions. It basically takes your geometry and divides each square by two, effectively adding in more "vertices". Each level you raise it (on the right side under Mesh Resolution), divides it further, exponentially increasing the polygons, so be careful. But it could possibly help... if I understand your problem, which i am not sure I do fully. ;)
I know of SubD, but never actively used it, and to be honest, I thought (think?) it would not work with a 1x1 geometry. Haven't tried yet... maybe i should :unsure:
 
5.00 star(s) 13 Votes