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ADAM.
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September 4, 2022 at 3:17 AM #1863317
So I cranked up my setting a little. Not fully but just wanted to see what doing a bit more would do. Basic HDRI from Daz startup used.
September 4, 2022 at 3:22 AM #1863318*sighs heavily and enviously* Adam, sorry for the indiscreet question, but which settings did you tweak. I would like to deal with daz3d materials - but the lessons are still not working well ...
September 4, 2022 at 7:28 AM #1863351Ok I'm a long time novice but ill share what helps me.
On closeups jack up your subdivision level to 3, 4 if it can handle it. (Under parameters) 2 is good for distance maybe even 0-1 depending.
Mess with the Translucency texture. Find a good texture you like and make minor alterations. Add veins for example. I'm not great at artistic alterations so ill usually combine it with other textures I like. There was a vein map floating around in the wild that works ok. It was on DA but might be gone now.
Set your pixel filter to Mitchell and 1.0 or less. Dont use Denoiser.
I turn off render quality and bump up my render time. sometimes I'll increase my minimum samples but not sure that helps any. I see no reason to go over 5000 samples. Some renders look fine at half that.
Sometimes Ill increase the bump map setting. Some venders have it set kinda low but if its to high it will look bad also. Just have to mess with it to see what looks good.
Most people will tell you lighting is the most important thing. It sorta is and sorta isnt. I took pictures for awhile and it is Very important in photography but I find it less important here.
Which will look better under most lighting?
https://www.renderosity.com/rr/mod/bcs/coco-for-la-femme/151811/
https://www.daz3d.com/hid-heather-for-genesis-81-femaleSeptember 4, 2022 at 7:40 AM #1863354That said... use good lighting. I like HDRIs but some arent good. Just like textures you have to find the right one. Also Daz likes light. If you dont have enough of it you'll get poor renders "usually". Its better to over light a little and then darken it in PS. Ive started altering the colors slightly. If it looks to red ill remove some color. Some renders look good with lots of color but some look fake.
The above guy was rendered with the default HDRI. Thats one of the most basic light source Daz has other than the Sun and it worked fine IMHO. The Guy is a slightly altered texture but uses a good base texture. I've altered the " normal map" slightly as well but I don't think that had a huge effect on the image.
September 4, 2022 at 7:50 AM #1863358Watch lots of videos on YT and read the Daz forums.
This guy is very helpful and worth subscribing to
https://www.youtube.com/c/RaukoDaz3D/videos
This has good stuff to read
https://thinkdrawart.com/My process has been to load any model I think has a good texture and study what the artist did to make it good. If it looks OK I normally dont use it.
It has to look better or equal to my current favorite. Why use a texture that looks worse? You have almost the entire Daz store to choose from. You'd have more if we went back to old school ZoneGFX but... Anyway,
Keep loading textures onto your figure till you see one you like. Dont worry about morphs yet.Once you find one YOU think looks great then thats your current standard. Look at ALL the settings. Look at what you like about the texture. If you find another one that looks equal or better examine everything about it. Keep them in a favorite section and run tests on them. See what changing the top coat weight does, or the base color ect...
September 4, 2022 at 8:32 AM #1863367Next is post a few renders here. Ask for constructive criticism and dont feel bad if you get it.
People pointing out what you need to work on will get you working on it.Going here hurts my feelings
https://www.artstation.com/artwork/YmyVb
https://www.artstation.com/artwork/kl2532
Eventually you may be as good as the pros here but I know I won't.September 4, 2022 at 8:45 AM #1863377Ok! Thanks for the advice.
🙂September 5, 2022 at 7:09 AM #1863562Good mornin..What should I say. em...He shaved well. You can now see his blackheads.
September 5, 2022 at 2:15 PM #1863633Yeah, he has a beard and hair on hidden.
I just wanted to see how the skin looked.
Normally I don't mess with subdivisions and wanted to see if it made a difference.I upped the bump, subdivision and normals and didn't do a before render unfortunately.
I like your second contest entry btw.
September 5, 2022 at 9:53 PM #1863726The Liu & Jiu linked are likely (I believe even stated in the Liu case) rendered in Maya (Arnold). [Edit: Per editorial on Jiu, "The current image was rendered in Marmoset Toolbag 4 with Real-Time Rendering."]
It's a pretty tough thing to compare a Maya [or other] render to a DAZ Iray render. Even on DAZ Iray's best day, it's not going to stand up to [something like] Arnold on it's worst.
I believe what you have here is a render at the peak of DAZs capabilities. I've done my very best with DAZ, stock, no postwork, and it comes nowhere close to the base of capabilities with other, high-priced render engines. Arnold realism is simply next level. Many times that doesn't even have to come down to an artist or their skill level to crank out brilliant and incomparably photo-realistic images. If even attempting such a feat with DAZ Iray, the very best you can do is start with the highest level of shaders/MATs, and use the tricks and tools to go from there to try to get to realism.On and slightly off topic, I've found the original Victoria 8.1 to be a highly underrated model and series of MATs/shaders/upgrades. The article here outlines the creation of V8.1, and the original artist and process to get there. For those who haven't already, it's a really good read with stunning examples of what the Model can be (rendered, of course, with Arnold in Maya - the former link of which I find almost cruel to host and post on a head page of the DAZ website, as it was for a time before they redid the V8.1 introduction URL, but, yeah). I've gone away from V8.1 over time since its release, as I have so much invested in G8 models and keep going back and tweaking them. But the MAT upgrades to 8.1 UVs is legit, and the results are there in the renders, I have to admit. I've made some attempts in DAZ at emulating Hyeseon Oh's Maya lighting setup in the main/final head-shot/portrait. Greatly, even on it's own as a singular, standalone image, it has had me tediously and slavishly pouring over my portrait scene, and educating myself in real-time on lighting and setup - both amounts and placements - before going down SSS and skin-tweak road to try to come up with something believable and ..."close" to the Maya-effect.
It won't ever happen, of course. The render engines are too dissimilar. But striving for a level of perfection unachievable within DAZ... still squeezes better results from DAZ. So there's that. (I guess the only thing left would be contacting the artist to get more input. But, would they even bother test-rendering out in DAZ to arrive at ideal conditions? How much time would THEY put into arriving at Maya-comparable results?)Obviously it's not an "easy" thing. Often you work and work on a scene, a skin, a light, a camera. Mostly "nope"ing along with side by side comparisons until it looks ...not "nope" anymore (if that's a process).
I find it so odd that every scene/char/MAT is so very different, and can often demand such a different, individual approach when lighting and rendering, and skin/shader tweaking. I just have to believe it comes down to the render engine. (Not a finger point at DAZ, so much, just a guess.)Anyway, I've strayed.
Ups to your renders and techniques. And honor to your DAZ tenacity (DAZnacity?) to get there. I relate to your pain.September 6, 2022 at 6:21 PM #1864133Thanks for the feedback. I'm too lazy to try and learn something else. I've just recently picked up GIMP and finding it a bit more difficult to navigate since I'm use to PS. Modeling in something like Zbrush was just to convoluted for me. Maybe if I invested the time and watched more tutorials but again lazy and really not much of a need to do so. I'm not a professional and make no money off renders. I don't want to turn this hobby into a full-time job but I may eventually do a couple request on DA. I'm just in awe of how well people can model and texture. So why attempt it if I know I can just let them do it and more than likely do it better. Daz does most everything I want it to do. It just needs a little bit more.
September 7, 2022 at 4:51 AM #1864209First off, you've done an excellent job getting that level of detail in your image, great job.
My only comment is that the skin is too reddish for my liking. In fact virtually all the Daz skins look far too red for me.... hope it's not just my monitor LOL.
I did a few tweaks to saturation and colour balance, hope you don't mind, to remove some of the redness. Perhaps it's not the way you intended it to look but it looks a little more realistic IMHO, an alternative version. Cheers Adam.
September 7, 2022 at 2:59 PM #1864368Sad thing is I removed a decent bit of red in GIMP 😛
I based it off looking at myself. My arm is pretty close to the same shade as this guy.
The problem I find is varying tones and textures. Textures not as much now since the bump maps can somewhat duplicate the difference between and elbow and thigh. But the color difference between a face, arm and calf are changed globally rather than individually. If I want a lighter face I need to make direct texture alterations. Maybe some sort or LIE/geoshell like used for the tan lines.
Probably doesn't help that my uncle was Italian and his skin was Darker than this guys. My first wife had some Indian in her and she changed color depending on the season. Also I've seen some really white Asian people so skin color is a difficult thing for me to standardize.
Don't mind at all. I'm always open to suggestions to improve. I think a merging of both images may work. The guy on the right looks like the is getting ready to be embalmed.

Dunno? 60% normal overlay My screen isnt color corrected and I just assume others see close to what I see.
September 7, 2022 at 6:34 PM #1864470Often can arrive at a toned down or pale effect via translucency, of course.
But, of course, that often tends to sacrifice SSS effect.The "perfect" skins, for me, usually have a more pale tone, but without sacrificing translucency amount.
If I can find a skin map that isn't so saturated to begin with that it can be dialed up to the .75 to .85 range, and still not be too red or too tan, then I find it's pretty great to deal with at many levels, in general.Lots of base maps - especially in the early days - were all over the place, color wise. Legs were (and sometimes still can be) crazy red relative to the rest of the skin (torso, arms, face). Things seem to be even-ing out, generally, with better overall balance and control-ability, and more realistic highlights. These days if I have a skin that transitions so much between head to toe that way, I just walk away from it. I'm done photoshoping before I even preview and start to render. Too many other good/even skins out there.
<< Also too lazy to deal, and learn something new (Maya - but doing occasional importing for render testing). DAZ, for all its "faults", still does what I need it to do - in one place/interface that I know well enough to get along, or pretend so. I don't even like postworking if I can help it. If I can get the depth I want from an Iray render alone, I don't touch it after. (Big sinner according to many, but I'm ok with many of the results.)
For example, in the above, might be possible to achieve same with light photometrics tweaking alone [Luminous Flux (Lumen) & Temperature (K)]. And if/when I can do that to something acceptable I leave it.September 8, 2022 at 4:36 AM #1864568 -
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