Yan

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  • #590266
    5a9c0c789e865 bpfullYan
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    Poser just shot themselves in the leg, when they tried to go autonomous while they were ahead, and it backfired badly. And, to add insult to injury, they failed to go in synch with tech. They are stuck with weight mapping, while the new DAZ rigging is far superior, and their Iray responce, is lacking woefully. And, all that came since they didn't want to get down with DAZ, and work a way to adopt the new DAZ tech. After all, Poser users were the main income source for DAZ, for over a decade, since Victoria 1

    #583064
    5a9c0c789e865 bpfullYan
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    @buko thank you!

    @miarka
    it's Alfaseed's Caprice hair. Renders ridiculously slow, and it's occupying some 300 Mbytes on itself each time you load it, but it does look good.
    And, it's in the blog.

    #581848
    5a9c0c789e865 bpfullYan
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    there is a pair of eyeglasses, with a slight tint on the lenses, which gets to fully show on the full resolution version, but, yeah, I tried a thumbnail-esque resize and there is this skull vibe.

    #580464
    5a9c0c789e865 bpfullYan
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    ha! That's the point isn't it... who's the predator, and who's the prey.

    #579673
    5a9c0c789e865 bpfullYan
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    @coolcat this is a long shot.... and, it's probably not applying here, but, for the one in a million, that this is actually the case, if there's anything in DAZ menus that lets you refresh textures/shaders on figures, before rendering, give it a go. Back in Poser 8, there was this memory leak glitch, that would strike on heavy scenes, and it would slowly unload luminosity values from memory, if you'd tamper with material settings too much. The result was the exact opposite in that case, bringing renders significantly brighter, almost white-out bleached. A textures refresh would fix it, as it forced all used textures to reload.

    #579126
    5a9c0c789e865 bpfullYan
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    @Miarka You can always de-bulk the figure (or, at least this is how it worked on V4-M4 figures) by adding a good amount of "wirey" in the muscle morphs.

    #578390
    5a9c0c789e865 bpfullYan
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    @coolcat do you use any kind of image editing software between saving the render, and posting it? I'd be looking there, see if the color depth or compression format affects the luminosity. And, if you pass the render through photoshop, don't save... use the "save for web and devices" option, it optimizes the image for screen display

    #578337
    5a9c0c789e865 bpfullYan
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    Unofrtunately, what I thought, about the skin, was wrong, but, that tattoo must be unique enough for someone to recognize. My thought was for Jadra, a naughtymindz/synfulmindz old character, but, no. Though she has a nice tattoo, it's a traditional asian dragon on her side, not the back.

    #578336
    5a9c0c789e865 bpfullYan
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    for the camera part, I have nothing to offer, my camerawork expertise is like the T-Rex... long gone and fossilised. But, for the muscle definition part... I'll assume DAZ has kept their muscle morphs philosophy similar to the V4 muscle morphs. In this case, I'd advise maxing definition, and slowly move up toned until you got a crisp muscle build that stays on all possible bends.

    #578020
    5a9c0c789e865 bpfullYan
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    Welcome aboard Wilde!
    I may have a lead on the skin, but I'll get back to you after the render I have going on finishes. Until then, nice render!

    #575866
    5a9c0c789e865 bpfullYan
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    Rob got it right.
    Although a near transparent planer, as an emissive source WILL illuminate the environment, it will be a... best description I can give is "flat" light. It will light up the area of effect, but it will be almost as good as rendering in 3delight with no lights or cameras... a flat, barely shadow casting result. Best concept is to just arrange them in a manner that they will not cast all sorts of funky reflections... however, if you want to go with a pretty psychedewlic result, you can use different color palettes per plane, and let them irridize all over reflective/metallic surfaces

    #575687
    5a9c0c789e865 bpfullYan
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    OK, time to answer questions... first, @bobdawg... in Poser, you can set anything as "invisible to camera" from Poser 9 and onwards. It will emitt, cast shadows if you use it as a light blocker, but it will not get drawn in the final render.
    In DAZ, I didn't find the same function. I can't say it doesn't exist, I just say I didn't find it. But, it works as well, just move the plane outside the camera view. And, erm... try to avoid high reflective surfaces if you just popped a light emitting plane in an Iray render, or you'll get all sorts of funky reflections. I just finished a PDF guide on how I use planes and objects as lights, it will be on free resources as a thread in a few minutes.

    @Miarka
    ... I can't stop. My muse is a sadistic monster, I get all sorts of doomsday nightmares if I go defiant... luckily, every now and then she goes on vacation, and her replacement, miss procastrination is giving me all the free time I want.
    Finally,. yes, it's Alfaseed 1101. The "Almost Human" and "Hard Metal" add-on bundles were not used in this particular scene, but, they are the best things Alfaseed ever produced, imho.

    #575103
    5a9c0c789e865 bpfullYan
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    arthur, thank you! I... well, I wish I was THAT good, but, thank you!

    #574884
    5a9c0c789e865 bpfullYan
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    I tried it as an emissive alternative on the mytilus lightsaber. It works well. I'll go on the DAZ process as well, even if on defult low Iray settings, just to see how efficient that may be, and work around some of the emission strength details you'd need to use, and tricks on how to set it invisible on camera, which is important. You don't want a bright square thing floating over your carefully planned scene setup render

    #574870
    5a9c0c789e865 bpfullYan
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    The base concept, was me messing around, having one of my "what if" moments...
    the "what if" said "what if I use HDRI and XRE images on objects, instead of the skydome?"... so, basically, set one plane (two in the above pic), and set the xre image in diffuse and ambient nodes (emission for Iray), to use as light, with ambience strength on the default 1 (HDRI will use their dynamic range properties to emitt more of the brightness they carry as OBLs (Object-based Lights), than just a plain color and high ambient values. The results are fairly similar to traditional lights, and can be both flood, area, or directed lights. A properly set specular light is still necessary for non-reflective surfaces, because the shine is limited in those, but I tried it on Firefly, Superfly and Iray, and the principal works as well. I'll be going through a few renders, to use in the PDF, as well as a couple screenshots... should take me a couple of days, more or less.

Viewing 15 posts - 1 through 15 (of 106 total)

 

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