- Oct 4, 2018
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Well, that post seems kind of interesting, considering my post earlier today about your technical options and learning ... looks nice!View attachment 395422
You must be registered to see the links
2019-09-08 Cassie in HD
Soooooooo......yeah. I did a thing.....and it's exciting, and I wanted to share it with you.
Those who have been patrons for awhile know, I'm always trying to push this project as far as it can go. I am a relentless learner and I'm always looking to explore that next level of perfection.
It has long been my dream to one day take my games to the next level using Maya and the Arnold Renderer. But a Maya license is crazy expensive and that was more of a long term goal. Something to aspire to in another year or so if I can really get enough support to work on the project full time.
But in the meantime, my explorations for improvement haven't ceased, and I've been exploring alternatives software packages (read: less expensive). One thing I've learned is that in the world of 3D modelling, the fundamentals don't change. The biggest difference between software packages is interface, specialized tools, and render engines. But the parts are pretty much the same. Modelling, UV Unwrapping. Texturing, Shading, Rigging, Animating, Rendering.
It was with the knowledge of these fundamentals in mind that I decided to toy around with Blender because, hey, it's free. And despite the low cost of implementation, a lot of developers shy away due to the overwhelming complexity of it's interface and the sheer depth of it's tool set. But I am neither shy nor intimidated and so I said what the hell, and dove right in.
I've been cranking on the game solid for the last three weeks and I decided this weekend I needed to take a little breather so I could dive in again fresh on Monday. But as is the curse of someone passionate about a project, I couldn't stop thinking about the game. So Saturday morning I thought I'd kill a couple hours in the morning downloading and toying around with Blender just to see what all the fuss was about.
That started a journey that has lasted until this very afternoon. And so, after watching about ten hours of tutorials and just playing to my heart's content, I decided to import one of our characters into Blender and see what kind of results I could achieve.
Once I had Cassie's model in the software, it took another three or four hours of modifying and adjusting surface nodes to get her skin to render properly but it was a tremendously good learning experience.
And so, I present to you my first forays into photorealistic skin shading in Blender. Now there is still much more to learn and much more to perfect (including the skin) before she is usable for anything. So don't get too excited about seeing Cassie HD in the game anytime soon. But for a self taught amateur with about two days of experience, I don't think the results are bad at all*!
Now tomorrow is Monday, at which time I will be shelving Blender to work on the game once more during the coming week. But I have every intention to break it out again next Saturday morning and continue my learning.
That's Awesome, So What's it All Mean?
Let's take a quick minute and talk about the future. Moving the game out of Daz and into a full 3D software package would be a big deal. It completely frees the process up from the Daz store, allows greater customization, and would open up the ability to do real animation in a fraction of the time or cost of doing it in Daz.
It's improved quality all the way around. And while setting and rigging the initial models might take a little more time than it does in Daz, just like Daz, you only have to do it once. At that point, you have everything saved and you're importing your pre-built assets into your scenes. But to do that, I have to be working on the game full time.
So while this is an exciting advancement, it will still be some time before we can use this new tech in the game. I still have to learn proper rigging and animation, as well how to make, model, and rig hair**. But I know how to model in ZBrush, I now know how to build groups of shader nodes and we have sufficient hardware (Each of the above renders took less than a minute to produce).
Clearly it's all very attainable. We just have to wait patiently to get there. So hang in there, help me continue to build support (maybe we'll put a dollar value on this goal). And know that when the time comes and we are prepared to make this leap, WE ARE NOT STOPPING DEVELOPMENT FOR A REBOOT. When the time comes I plan to handle it just like the upgrades we're doing now. Each future release will have a bunch of new material and a little bit of remastered old material. And little by little the old material will eventually catch up to the quality of the new stuff.
Anyway, that's all I got for now. I'm going to put this away and enjoy the rest of my weekend...all six hours of it.
Cheers Friends!
*As good as it came out I'm still not 100% satisfied. I want to increase the resolution of the textures to enhance surface details and continue to experiment with the surface nodes to achieve an even more life-like quality.
**Which I am super excited to learn because I'm sick of Daz's static, stiff, lifeless fucking hair.
Very nice. I have been messing with Blender a bit lately as well, though I have not even considered trying people yet. It was pretty imposing at first, but the new 2.8 version has made it a lot easier to work with, and I am finding it rather enjoyable. It's not only free, but it's almost on par with what they use at Pixar from what I have read.View attachment 395422
You must be registered to see the links
2019-09-08 Cassie in HD
Soooooooo......yeah. I did a thing.....and it's exciting, and I wanted to share it with you.
Those who have been patrons for awhile know, I'm always trying to push this project as far as it can go. I am a relentless learner and I'm always looking to explore that next level of perfection.
It has long been my dream to one day take my games to the next level using Maya and the Arnold Renderer. But a Maya license is crazy expensive and that was more of a long term goal. Something to aspire to in another year or so if I can really get enough support to work on the project full time.
But in the meantime, my explorations for improvement haven't ceased, and I've been exploring alternatives software packages (read: less expensive). One thing I've learned is that in the world of 3D modelling, the fundamentals don't change. The biggest difference between software packages is interface, specialized tools, and render engines. But the parts are pretty much the same. Modelling, UV Unwrapping. Texturing, Shading, Rigging, Animating, Rendering.
It was with the knowledge of these fundamentals in mind that I decided to toy around with Blender because, hey, it's free. And despite the low cost of implementation, a lot of developers shy away due to the overwhelming complexity of it's interface and the sheer depth of it's tool set. But I am neither shy nor intimidated and so I said what the hell, and dove right in.
I've been cranking on the game solid for the last three weeks and I decided this weekend I needed to take a little breather so I could dive in again fresh on Monday. But as is the curse of someone passionate about a project, I couldn't stop thinking about the game. So Saturday morning I thought I'd kill a couple hours in the morning downloading and toying around with Blender just to see what all the fuss was about.
That started a journey that has lasted until this very afternoon. And so, after watching about ten hours of tutorials and just playing to my heart's content, I decided to import one of our characters into Blender and see what kind of results I could achieve.
Once I had Cassie's model in the software, it took another three or four hours of modifying and adjusting surface nodes to get her skin to render properly but it was a tremendously good learning experience.
And so, I present to you my first forays into photorealistic skin shading in Blender. Now there is still much more to learn and much more to perfect (including the skin) before she is usable for anything. So don't get too excited about seeing Cassie HD in the game anytime soon. But for a self taught amateur with about two days of experience, I don't think the results are bad at all*!
Now tomorrow is Monday, at which time I will be shelving Blender to work on the game once more during the coming week. But I have every intention to break it out again next Saturday morning and continue my learning.
That's Awesome, So What's it All Mean?
Let's take a quick minute and talk about the future. Moving the game out of Daz and into a full 3D software package would be a big deal. It completely frees the process up from the Daz store, allows greater customization, and would open up the ability to do real animation in a fraction of the time or cost of doing it in Daz.
It's improved quality all the way around. And while setting and rigging the initial models might take a little more time than it does in Daz, just like Daz, you only have to do it once. At that point, you have everything saved and you're importing your pre-built assets into your scenes. But to do that, I have to be working on the game full time.
So while this is an exciting advancement, it will still be some time before we can use this new tech in the game. I still have to learn proper rigging and animation, as well how to make, model, and rig hair**. But I know how to model in ZBrush, I now know how to build groups of shader nodes and we have sufficient hardware (Each of the above renders took less than a minute to produce).
Clearly it's all very attainable. We just have to wait patiently to get there. So hang in there, help me continue to build support (maybe we'll put a dollar value on this goal). And know that when the time comes and we are prepared to make this leap, WE ARE NOT STOPPING DEVELOPMENT FOR A REBOOT. When the time comes I plan to handle it just like the upgrades we're doing now. Each future release will have a bunch of new material and a little bit of remastered old material. And little by little the old material will eventually catch up to the quality of the new stuff.
Anyway, that's all I got for now. I'm going to put this away and enjoy the rest of my weekend...all six hours of it.
Cheers Friends!
*As good as it came out I'm still not 100% satisfied. I want to increase the resolution of the textures to enhance surface details and continue to experiment with the surface nodes to achieve an even more life-like quality.
**Which I am super excited to learn because I'm sick of Daz's static, stiff, lifeless fucking hair.
If interested, you can use this free add-on script for Blender to import Daz characters/figures:Very nice. I have been messing with Blender a bit lately as well, though I have not even considered trying people yet. It was pretty imposing at first, but the new 2.8 version has made it a lot easier to work with, and I am finding it rather enjoyable.
For a free offering, Daz' Iray is excellent and the version embedded with 4.12 beta is going to be optimized for use with RTX cards for even more stellar performance (especially real-time):
You must be registered to see the links
Iray relies upon MDL materials (i.e., derived by NVidia for their own products) so other renderers typically need some form of mapping to at least give you an approximate start on setting up equivalent shaders (using a different specification or shader) in their systems. The nice thing about Daz' Iray is that comes for free. For me, their material node system can be less flexible or at least accessible in daily use and is somewhat clunky (totally subjective opinion here - coming from a person who has worked with node systems for Poser, Blender and Autodesk-shipped renderers, plus V-Ray.) In the end, you can still get render layers (using a different NVidia convention, but same concept) and other needs from Iray in Daz, which is pretty cool.
Octane is probably the next closest render integration solution for Daz (and Poser) scenes, at least from the perspective of launching from within the UI, having its own pane in Daz and even its material+rendering details saved as part of your .duf file (i.e., OTOY extends the standard .duf format with additional data). It also does standard approximations of 3DL and Iray-oriented Daz shaders to Octane materials on-the-fly and on-demand, at the Daz "surface" level. It usually gets you about 40-75% of the way there after the first pass, in my experience.
So, you need to tweak for optimal Octane material and lighting use in most cases but much of that is sped up by relying on a combination of Octane's user-submitted material library, your own material library or those you can purchase. After that, it's a simple matter of drag and drop onto a surface to get that leather couch look you previously liked for a different model, then easily go in and change the color, specular settings, etc. to make it a new variation on the theme (then maybe save that to your personal material library, too.) Its node system becomes second nature after trying it for only a little bit and experimentation yields real-time results so there's no waiting to try out all sorts of ideas on-the-fly.
If you wanted to try Arnold, Redshift or other renderers, their integration would be in the form of exporting your objects or scenes from Daz in FBX, OBJ or similar format and then re-mapping in the app supporting those renderers and then working on them uniquely outside of Daz at that point. I don't think any of them handle Iray's MDL shaders natively, unfortunately. The export process is generally easy, but the Daz to Maya product makes it a couple of clicks and makes the choices easier:You must be registered to see the links. That said, the entire reason I went for Octane was to find an integrated, real-time PBR approach which worked for Poser and later for Daz, actually.
Honestly, if you were going to try the export and eventually render route, you might also consider Blender because Cycles is pretty decent and its nodes are super-flexible, IMHO. Plus, it can add hair, physics, etc. that the big Autodesk and Maxon products offer in a free, pretty capable all-in-one package. It has the ability to import morphs and bones from Daz with an add-on (to an extent) as well, so you can even pose after importing an exported Daz scene. I've also used a Maya-to-Blender transformation utility and that worked great, too - Blender is just fun as a barrel of monkeys, IMHO. I realize you've been looking into Maya and it does beat out most packages in the animation department, corporate workflow areas, etc. (which is possibly where the Arnold influence came to you, I am guessing).
I still use Iray! It's very good at simply using things out of the box, though it still needs at least some tweaking in the shaders and render settings to get what I need. If that takes too long for a quickie scene that I thought would be best with Iray's qualities, then I will go to Octane because I can tweak there so much faster.
Here's an example where the scene was comprised of objects with materials for Iray, 3DL and Poser Firefly renderers but didn't work well for all of them, so I went to Octane as the common ground and got most of what I needed after about 10-15 minutes of tweaking (and longer for fine-tuning, primarily trying for early morning lighting in a weird space):
https://f95zone.to/threads/the-visit-v0-10-fix2-stiglet.10361/page-163#post-2103541
I could have done the same thing with Iray shaders, btw - at least for my style, it would have taken me longer. But, perhaps for you that would be a much shorter period of time to get the setup you needed.
As mentioned, it's possible Daz 4.12 with RTX cards will further enable Iray for real-time draft performance when that's delivered.
Well, that post seems kind of interesting, considering my post earlier today about your technical options and learning ... looks nice!
Man, I feel like a shit now. I saw your post on my cell and flagged it so I could come back and read it later and then failed to do so. But now I can say, you're right on!If interested, you can use this free add-on script for Blender to import Daz characters/figures:
You must be registered to see the links
Sounds cool! Among other things, if you haven't had the chance yet, consider ... the donut. It's the classic Blender starter scene, IMHO:Man, I feel like a shit now. I saw your post on my cell and flagged it so I could come back and read it later and then failed to do so. But now I can say, you're right on!
I had been waiting for some test renders to kick out on Friday and I stumbled across this thread blender-vs-daz3d-whats-best-for-you (which I actually stumbled on after Saki_Sliz had commented in a thread I started regarding Daz/ZBrush integration). So my forays into Blender happened very fast in a 52 hour period. Lol.
I still want to eventually upgrade to Maya, but I figure it'll be another two or three years (assuming I continue to grow and the project is successful) before I can honestly considering the financial burden of Maya. In the meantime, I am fully convinced Blender is a great stepping stone to polish my skill and achieve the creative freedom I'm looking for. It's really just up to me to put in the time and energy to learn the software inside and out.
And who knows. A lot can happen in a few years. Render engines change and software gets updated for better and sometimes worse. Maybe Blender becomes the long term solution.
Any implementation though is still six months to a year away for me. (I only have the weekends I can really dedicate to learning since the rest of the week is filled with the real job and making the game.)
I've been reading a lot of Blender Guru articles recently. His encyclopedia of shaders is an amazing resource!Sounds cool! Among other things, if you haven't had the chance yet, consider ... the donut. It's the classic Blender starter scene, IMHO:
You must be registered to see the links
Blender Guru recently posted in the /blender subReddit for ideas on updating his original donut tutorial for v2.8 and there were some good ideas offered that he seemed to use.
This is all true (the good and not-so-organized) because I think he just puts things out based on latest thoughts of what to show/try.I've been reading a lot of Blender Guru articles recently. His encyclopedia of shaders is an amazing resource!
I just wish his articles and tutorials were tagged or indexed. Going back through everything he's posted chronologically is kind of a bitch because I don't care about all the Top 10 Artworks articles. But sometimes I stumble across something good like compositing that I wouldn't think to search for.
Great stuff, poorly organized. Won't deter me though.*
*I'm just belly-aching. I do like the quality of the information.
Just giving credit where credit be due.oh neat, I got a mention did I do a good?
I knew it was possible, when I was first trying to figure out how to get my blender stuff to export correctly for Daz, all I could find were tutorials for the opposite, but I had not looked into it much yet... Have to give this a shot.If interested, you can use this free add-on script for Blender to import Daz characters/figures:
You must be registered to see the links
Is that the new version he is making? Between being 2.8, and knowing a lot more now, I am finding it easier to follow.Sounds cool! Among other things, if you haven't had the chance yet, consider ... the donut. It's the classic Blender starter scene, IMHO:
You must be registered to see the links
Blender Guru recently posted in the /blender subReddit for ideas on updating his original donut tutorial for v2.8 and there were some good ideas offered that he seemed to use.
Yes, he updated his original Beginner donut series to take advantage of v2.8 features and flow.Is that the new version he is making? Between being 2.8, and knowing a lot more now, I am finding it easier to follow.
Blender Guru is great, and a lot of good surface textures can be gotten at that site of his (even for poor free users like me).
And he went from a cake doughnut, to a yeast one!Yes, he updated his original Beginner donut series to take advantage of v2.8 features and flow.