- Nov 3, 2019
- 595
- 7,697
Well ThanksMan (well, assuming you are a man) it is so good, I downloaded it to keep it.
I find everything beautiful, of course the character, but also the way you put the light, the scenery, the dress/outfit, and the pose.
Can I ask you what assets you used to create it (I mean, for the girl and the dress, although even the hair can be interesting, and that image in the back reminds me a bit of Japanese, or 20' liberty printing, though it's to partial to see, but would be nice to know where you got it also) ?
I guess unfortunately for me (meaning, I cannot get the same exact) you customised the character, but one never knows...
Thank you !Well Thanks!! Here is the list of Assets Used :
Hope you like my renders![]()
Thank you!So first of all thank you !
Reaching a cinematic effect has always been my goal since I chose to do most of my renders in landscape format instead of portraits. My tutorial was mostly on how do I set up the scene, how do I manage it, and I think the first step of that cinematic look comes from the scene, but indeed the post-work plays a huge role in this.
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I really wanna point out the fact that your scene is the foundation, and post-work isn't gonna carry your render to a cinematic look, the post-work enchances your lighting on the scene, but won't fix it if it's not done well ( It can also make it look worse ).
The way I do my post work, will make the dark spots darkers, and the bright spots brighters and a bit more colorized, due to the color grading.
For example, on this scene, there are 2 spotlights, one on the right side ( a cyan light, you can see it on the reflect of her eyes ) and one aimed to the background. The key light on the left side of her face is environment lighting. If those two spotlights wouldn't exist, the post-work process would have destroyed the render making it really dark creating a very strong harsh lighting ( which can be a style, but wouldn't fit the scene, and simply what I had in mind ).
My answer is a long way to answer : both post-work and directly in daz. You have to know what your post-work is gonna bring to your render while you're still on your scene before starting rendering, with experience you'll be able to imagine better and better what your final work is going to look like before you start the post-work process.
Reaction limit reached so :
Now, that's MY kinda biology class!
My pixel filter is always mitchell on 1.05 no matter what. I wish I could tell you why, but I don't even know what it does, when I started Daz I wanted to what people used for their settings and it seemed that mitchell 1.05 was popular, so much that it never draws any debate. I don't see a lot of difference with anything else, but however it works well for me so I'm not digging into that.Thank you!That's new valuable information. Although your postwork certainly enhanced the overall look of the piece, even when I look at your raw render, before any postwork had been done, I can already sense the cinematic vibes I was talking about. It seems to me that how you set up the DOF in that scene helped greatly in achieving that cinematic look. That, combined with your chosen pixel filter radius, I guess. What value did you pick for that parameter in this scene?