3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

CGSerpentZone

Newbie
Mar 6, 2025
19
348
Trail with HDRI and trying for a more realistic skin and lights, I'm doing something wrong here. Could someone help here.

I'm looking for realism like this



This is my trial for Amanda:
View attachment 4671371

More of her at: https://f95zone.to/threads/meet-amanda-my-first-avn-character-feedback-welcome.248846/
You can't really rely on just a single hdri for that kind of lighting, you need to supplement it with other lights that you can easily manipulate. The placement, intensity, and size of each light source is very important for bringing out details. If you want to just stick with an hdri because it looks like you're still pretty early in your learning phase then I would suggest starting with studio hdri's that have the right lighting setup for professional lighting.

This is a good source for free hdris:

These ones I use the most:




I also process all my renders in photoshop regardless of how simple they are because of the tonemapping settings I use. I keep burn highlights and crush black at 0 almost always unless I forget. It keeps as much detail in the shadows and highlights as possible then I use a simple levels adjustment in photoshop to bring back the contrast while keeping the details I would have lost to those settings.

I took some screenshots to show you how I built the lighting for that render.

hdrionly.png
keyonly.png
fillonly.png

Both lights are set to disc. My key light diameter is 100 with 7,500 lumens and 5,000K. My fill light has a diameter of 200 making it really soft so that it doesn't create any hard shadows and it's set super low at 750 lumens and 5,000k temp

This is what the render looks like straight out of daz with before photoshop

larapinup.png
 
Oct 18, 2021
44
109
You can't really rely on just a single hdri for that kind of lighting, you need to supplement it with other lights that you can easily manipulate. The placement, intensity, and size of each light source is very important for bringing out details. If you want to just stick with an hdri because it looks like you're still pretty early in your learning phase then I would suggest starting with studio hdri's that have the right lighting setup for professional lighting.

This is a good source for free hdris:

These ones I use the most:




I also process all my renders in photoshop regardless of how simple they are because of the tonemapping settings I use. I keep burn highlights and crush black at 0 almost always unless I forget. It keeps as much detail in the shadows and highlights as possible then I use a simple levels adjustment in photoshop to bring back the contrast while keeping the details I would have lost to those settings.

I took some screenshots to show you how I built the lighting for that render.

View attachment 4671678
View attachment 4671680
View attachment 4671682

Both lights are set to disc. My key light diameter is 100 with 7,500 lumens and 5,000K. My fill light has a diameter of 200 making it really soft so that it doesn't create any hard shadows and it's set super low at 750 lumens and 5,000k temp

This is what the render looks like straight out of daz with before photoshop

View attachment 4671744
wow, thanks a lot man. This is well written and detailed, yes I'm on a learning phase and this is a HUGE help, thank you man. I'll test these out and post soon.
 

PinkSpectre

Member
Jan 15, 2024
192
3,439
You can't really rely on just a single hdri for that kind of lighting, you need to supplement it with other lights that you can easily manipulate. The placement, intensity, and size of each light source is very important for bringing out details. If you want to just stick with an hdri because it looks like you're still pretty early in your learning phase then I would suggest starting with studio hdri's that have the right lighting setup for professional lighting.

This is a good source for free hdris:

These ones I use the most:




I also process all my renders in photoshop regardless of how simple they are because of the tonemapping settings I use. I keep burn highlights and crush black at 0 almost always unless I forget. It keeps as much detail in the shadows and highlights as possible then I use a simple levels adjustment in photoshop to bring back the contrast while keeping the details I would have lost to those settings.

I took some screenshots to show you how I built the lighting for that render.

View attachment 4671678
View attachment 4671680
View attachment 4671682

Both lights are set to disc. My key light diameter is 100 with 7,500 lumens and 5,000K. My fill light has a diameter of 200 making it really soft so that it doesn't create any hard shadows and it's set super low at 750 lumens and 5,000k temp

This is what the render looks like straight out of daz with before photoshop

View attachment 4671744
Yo thank you CG, super informative! What uhh model of Lara are you using or is that one of your creations?
 
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CGSerpentZone

Newbie
Mar 6, 2025
19
348
Yo thank you CG, super informative! What uhh model of Lara are you using or is that one of your creations?
It's my own model, she uses partial head morph and face texture from chirpychirp99's model. Everything else I made myself from a bunch of other assets.

Edit: Link for hair asset (Best hair you will find for Lara made for daz):
 
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5.00 star(s) 13 Votes