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3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

mastergobbo

Member
Oct 17, 2021
277
1,726
Hi folks!
Question: which of these renders look more "real" to you? My intention was to set up lighting, with the lightsource as little intrusive as possible, but to get a somewhat realistic brighness for (inside) a public toiletstall.
It can be done with only env-lights (HDRI is active all the time), but close the stall-door, and it gets unrealistically dark inside.
I don't want to plant lamps above, as I don't like them here (rather their behaviour together with bloom).
The brightness inside the stalls is more or less the same across all renders. Every stall has its own light and basically lights the stall propper, when doors are closed. But don't go pee...
Pointlights reside inside a cone (with no bottom, obviously), a lightcone ... if you will ;)
Meshlights are transparent, high outside render area, as not to create an accidental "bloomball".
Spotlights ... are special. This is as close as I got them to do what I wanted, but only in an emtpy stall ...
My favourite for the time being seems to be the meshlight, as it overall renders the fastest and has no odd shadows.
What do you think?
 
Sep 3, 2022
200
1,173
Hi folks!
Question: which of these renders look more "real" to you? My intention was to set up lighting, with the lightsource as little intrusive as possible, but to get a somewhat realistic brighness for (inside) a public toiletstall.
It can be done with only env-lights (HDRI is active all the time), but close the stall-door, and it gets unrealistically dark inside.
I don't want to plant lamps above, as I don't like them here (rather their behaviour together with bloom).
The brightness inside the stalls is more or less the same across all renders. Every stall has its own light and basically lights the stall propper, when doors are closed. But don't go pee...
Pointlights reside inside a cone (with no bottom, obviously), a lightcone ... if you will ;)
Meshlights are transparent, high outside render area, as not to create an accidental "bloomball".
Spotlights ... are special. This is as close as I got them to do what I wanted, but only in an emtpy stall ...
My favourite for the time being seems to be the meshlight, as it overall renders the fastest and has no odd shadows.
What do you think?

#1 looks more real. #2 looks better to the eye.
 
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fried

Almost
Moderator
Donor
Nov 11, 2017
2,313
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Trying some simple test renders, and to ask about other viewer's opinions on the quality as seen from different systems other than mine, and through other eyes. :)

I'm not saying these ladies are going to make it into a game, but I like the simple render test results.

1. What I have done is created each 1920 x 1080p render in Daz3D using only the default scene settings, no tweaks, filters, etc., and saved the files as .png files.

- The original files were about 1.45MB or so each, but needed some "pop", and took about 11mins to render, and as I said, were just rendered with the default scene settings (lights, camera, etc.).

2. I then ran each render through an offline upscale program, (paid) GigaPixel AI with 2x scaling to 3840 x 2160, to smooth them out a bit, using the default program settings for .webp files.

- The upscale files would be too large for a game 5MB or so in bulk use, (not a big deal with a few images), but I can imagine in a game with thousands to be quickly overloaded with those data sizes.

3. Then I used (freeware) XnConvert to turn all of the original and upscale images into .webp files, (to post here) which cut the weight "size" down between 122KB - 328KB, at these sizes sould be good for a game!

Although...

Please help me out, was it worth all that "work", and how is the ending content quality-wise in your eyes? :)
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Thanks for your replies!
I feel the ideal method is to render large and then downsize for the game.

While I can see the logic you had behind this method, in at least the second character's case, the end result seems to have left some horizontal scaling/smoothing/descaling lines as artifacts across central areas of her face, while the region below her chin/neck has blotchy smoothness that suddenly gives way to somewhat uneven texture. It may be that the original model has more displacement applied than the first character, so these effects were more obvious - because they didn't show as obviously in the redhead model.
 
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artistx

Member
Aug 13, 2020
481
8,925
Another stylized character attempt with the previous attempt in the back to compare.. might have made her a little too pale.. used skin builder 8 for the skin and freckles.. anyone know a good skin base without eyebrows? or at least removable eyebrows?
sylized-red.png
apparently I like thick eyebrows..
 
5.00 star(s) 13 Votes