CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
x

3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

Quonix

Newbie
Donor
Game Developer
Nov 21, 2017
70
350
Have been playing around with combining a asset with a HDRI. Also added a distant light source to simulate the sun. Below is the same scene, shot from a couple of angles.
View attachment 103284
View attachment 103285
Due to the simplicity of the Black and White House asset, HDRI and a single light source, rendering times are fast (4k image to 98% convergence in 1/2 hour on a 5 year old PC). Would like to be able to remove the picket fence, grass and driveway from the B&W House asset, but can't separate it from the main building. If anyone knows how to do this please let me know.
Holy shit that is really good! I'm impressed. The posing could use a little more work though.
 

epw14

Member
Jun 28, 2017
320
2,758
Totally forgot all about this thread!

Just a concept from a game I'm working on (very early days / think that yellow skin is a weird artifact from the SSS from the single light source below, or I screwed up the correction and hue adjustment [probably screwed up / should've used a mask to isolate the skin and correct that way]):

You don't have permission to view the spoiler content. Log in or register now.

I squished her right breast too much (it was too perky) and the Dreamlight space station asset kinda sucks (texture-wise / could retexture it in SP). I'm going for mood and a more photo-realistic look (should've added a shadow under her chin in post, but it's just a quick render to help get a feel of the story world).

And, my latest insanity:

You don't have permission to view the spoiler content. Log in or register now.
 

JackBeNimble

Member
May 21, 2017
153
149
Hi, guys, I'm basically a daz n00b. If this pic looks okay, it's all my videocard, man XD

I think I over-lighted this scene. As it's a dungeon cell, the light should not be that of a sunny outside day, but whatevs for now, I'm only recently practicing with tone-mapping.

In any event, I welcome and am asking for technical tips regarding my learning of Daz. Hope you guys enjoy this picture :D

Prisoners of the Goblins V1a.png
 

GuyFreely

Active Member
May 2, 2018
727
2,526
Hi, guys, I'm basically a daz n00b. If this pic looks okay, it's all my videocard, man XD

I think I over-lighted this scene. As it's a dungeon cell, the light should not be that of a sunny outside day, but whatevs for now, I'm only recently practicing with tone-mapping.

In any event, I welcome and am asking for technical tips regarding my learning of Daz. Hope you guys enjoy this picture :D

View attachment 104277
Overall, pretty good. As you have surmised, the lighting is main problem here. This looks like an open roofed building (I suspect it is) in the middle of the day. When possible, you should try to simulate real light sources. So if I was working on this scene, I'd probably try to have one or more visible torches casting light. Then you can have simulated torch lights, with the same hue, camera side and move them around to your liking. You could also use a candle chandelier (either shown or implied) for central lighting which would catch most of these figures. The main trick here is having a flame colored light (somewhere in the yellow/orange range) to be more "authentic" to the scene.
 

JackBeNimble

Member
May 21, 2017
153
149
Thanks bro!

five characters in clothes with hair in a closed space with a inventory (I would have such noob a video card;))
all is well, the unnatural lighting is not noticeable, noticeable scaling of doors and benches:)
Hah! I am the n00b, my GTX 1080ti is teh pro XD And I didn't even notice the doors and benches! Hah! Thanks for that, I'll check it out in a bit.

Edit: Sunuvabich! LOL. Now I can't unsee how huge that door and bench is XD Dammit! I need to pay attention to that stuff, they look like fucking smurfs in there XD Well, at least the goblin on elf pronz is a distractor ;) But thanks for the head's up on that, Lexx... Good eye!

Overall, pretty good. As you have surmised, the lighting is main problem here. This looks like an open roofed building (I suspect it is) in the middle of the day. When possible, you should try to simulate real light sources. So if I was working on this scene, I'd probably try to have one or more visible torches casting light. Then you can have simulated torch lights, with the same hue, camera side and move them around to your liking. You could also use a candle chandelier (either shown or implied) for central lighting which would catch most of these figures. The main trick here is having a flame colored light (somewhere in the yellow/orange range) to be more "authentic" to the scene.
Brother, this is EXACTLY what I was hoping for. Thank you so much for this wonderful feedback and instruction... This sort of thing is SO valuable.

Your suspicions are correct, Sir. I did remove the roof, and in this render, I erroneously used the architectural sampler thing... Not really understanding what it was for at the time. All that did was lengthen render time in this pic. I have recently been trying to mess with tone mapping to simulate a more night-time/dark indoors type of scene. At the time of this render, I was doing okay just getting a scene well-lit. I really would like to get a torch into this/these scenes, but I'm struggling being able to create emitters that actually cast appreciable light; I think an emitter is what I'd use for that? I just can't get them to do more than give a soft glow for like a few inches; i'm flummoxed here.

But maybe I can just make a weaker spotlight or something, set it to sphere, set the temp ranges to like 1800 degrees (I think that's the range for the torch colors as you suggest?).

Back to the drawing board! And seriously, bro, THANK YOU SO MUCH for this level of input!!! :D

Edit: Here's an (unfortunately non-pronz) example of some of the tone-mapping to simulate darker area lights I'm talking about:

Ingrid at the Shamans Stone.png
 
5.00 star(s) 13 Votes