- Aug 10, 2016
- 57
- 1,000
Here's a redo of my character-render of Anne in 4K at 250 Iray iterations:
I've been redoing a lot of renders since updating DAZ Studio to 4.12 wherein things function visibly very differently from how they used to in regards to things like lighting interactions (which are much stronger), bump maps (which are more visible), smoothing iterations (which give very different end-results from before), and so on. All in all, these have been very good changes in my opinion especially now that I'm no longer getting fireflies whatsoever when doing character test-renders (read: "sprites") without environments (for the transparency) and scene files aren't crashing when I try to load them with clothing that has gone through a lot of custom-fitting via morph dials whereas before I would have to save certain scenes with the clothing both hidden and unfit from its respective character(s). I basically skipped 4.11 because it broke push modifiers I believe depending on whether they were applied before or after smoothing and collision iterations, but I saw that they fixed that issue in the 4.12 notes so I went ahead and installed the new version.
As for the clothing, like I mentioned the end-result of smoothing iterations is a lot different than it used to be (I'm speaking from 4.10 to 4.12 here). If you're finding that clothing isn't fitting very well, it's best to check with a range of iterations and test between the two available smoothing types ("Base Shape Matching" and "Generic"). Push modifiers are great for eliminating any poke-through (often referred to as "clipping" in gaming) most especially if you're layering clothing such as having both underwear and an actual outfit on a character.
I've been redoing a lot of renders since updating DAZ Studio to 4.12 wherein things function visibly very differently from how they used to in regards to things like lighting interactions (which are much stronger), bump maps (which are more visible), smoothing iterations (which give very different end-results from before), and so on. All in all, these have been very good changes in my opinion especially now that I'm no longer getting fireflies whatsoever when doing character test-renders (read: "sprites") without environments (for the transparency) and scene files aren't crashing when I try to load them with clothing that has gone through a lot of custom-fitting via morph dials whereas before I would have to save certain scenes with the clothing both hidden and unfit from its respective character(s). I basically skipped 4.11 because it broke push modifiers I believe depending on whether they were applied before or after smoothing and collision iterations, but I saw that they fixed that issue in the 4.12 notes so I went ahead and installed the new version.
There's nothing wrong with her wrist being propped against her knee and her hand wrapping around it with her middle finger touching her thumb as her leg is primarily being lightly supported by her thigh and calf-muscles what with her foot being propped against the chair leg; with the original pose you'll notice it's quite a bit muscle-intensive as her leg is instead actually suspended in the air. The easiest way to test whether or not a pose works or how hard it is to actually maintain is to try it out in real life.Like I said.. Welcome back!
I know there was a bumb on her cloth in the last one.. on her back if I remember.. anyway.. you could try to fix her hand maybe.. at least I think her hand should be on her knee or something.. looks a bit weird in the mirror.. from the front looks awesome but meh.. maybe it's just me.
Anyway.. the cloth looks a lot better.. did you just reaplied the outfit or more work after? is it smooth modifier (only) or something else?
//nevermind about the pose.. checked the renderosity page and kinda looks the same.. oh well it's just me
As for the clothing, like I mentioned the end-result of smoothing iterations is a lot different than it used to be (I'm speaking from 4.10 to 4.12 here). If you're finding that clothing isn't fitting very well, it's best to check with a range of iterations and test between the two available smoothing types ("Base Shape Matching" and "Generic"). Push modifiers are great for eliminating any poke-through (often referred to as "clipping" in gaming) most especially if you're layering clothing such as having both underwear and an actual outfit on a character.
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