Using Indirect Light will treat the glow channel as a light source, butthe glow needs to be really intense for any kind of range. You could also use an Anything Glows light. you choose the ship model as the light source, and then in the controls for the light you can set it so that only areas with a glowing shader emit the light.
I was very impressed by Bunyip's tutorial. It stimulated me to create this image with System 46 and my custom morphing on Genesis 3 Female. I used metaballs as terrain and a hair piece with fire texture on it converted with Philemo plugin.
I was very impressed by Bunyip's tutorial. It stimulated me to create this image with System 46 and my custom morphing on Genesis 3 Female. I used metaballs as terrain and a hair piece with fire texture on it converted with Philemo plugin.
I was very impressed by Bunyip's tutorial. It stimulated me to create this image with System 46 and my custom morphing on Genesis 3 Female. I used metaballs as terrain and a hair piece with fire texture on it converted with Philemo plugin.
Carrara native render, no postwork.
Excellent work Vyusur, very glad my little spiel was helpful/of use !!!!
Finally tweaked the shader for the hairy terrain to look more like a slippery muddy embankment (hairy trees follow this shader) and added a subtle water plain for interest with a Velouté gradient alpha mask to fade around edges and keep the mystery of what lies deep in the forest...
Attached is my .car screen shot showing objects in scene...
I called it “Bone-Tree Planet”. I used hair on my metaball trees instead of leaves. The terrain is also metaball creation converted to vertex object with some geometry cleaning. Procedural shaders were used on both. Carrara native render.
I've been busy today, but I have managed to get a bit more done with my scene. I'm in the process of building a temple/palace. I will have to take a couple pillars and break them apart to sell the ruins aspect. I still need to work on the roof. After that, I will build some more ruins, but I may build them on little terrain islands so that I can duplicate and rotate them and place them wherever it is aesthetically pleasing, I also want to paint certain areas of the main terrain to suggest old stone pavers and such pealing out from the (eventual) jungle floor. I think I will also attempt a crumbling reflecting pool. It is ambitious, so we'll see how far I get before the challenge ends.
Oh, I built the steps out of a gradient image map applied to a terrain with the terrace filter, height filter and erosion filter. I then modified the Tapui Terrain texture that came with Carrara to get the even more weathered look.
EP that's very impressive - the little version looks like a real photo
Next, copied the terrain and convert in vertex modeler, added thickness, deleted the bottom (as is selected after the thickness operation), then selected the bottom edge and filled the polygon and tesselate it. Now, it's usable for a Fluid simulation as a solid.
Next, the hair on the terrain. It will be the grass:
Some simple trees are set in the original terrain with surface replicator.
The distribution map:
The scene with a Fluid domain, a cube was used as the mass fluid.
Added Genesis 2 Belle character as the Undine. Then ran the fluid simulation. Next, used long hair for Undine.
Added too some acuatic plants, fog, Volumetric cloud (more fog) and 3 lights: sun light (used a simple realistic sky), LightX Dome and Area lights.
Last steps were applying shaders, adjusting lights and rendering with GI (the rendering is in process)
In this case I used metaballs for pie creation. Every object in this scene was modeled and textured in Carrara. Attached are screenshots. Octane plugin render, no postwork.
Comments
The lights you see on the ship are just from ths glwa channel. They don't give off any actual lightf. is there a way to turn them into lights?
Using Indirect Light will treat the glow channel as a light source, butthe glow needs to be really intense for any kind of range. You could also use an Anything Glows light. you choose the ship model as the light source, and then in the controls for the light you can set it so that only areas with a glowing shader emit the light.
Captain Sunburn - Splitting Hairs
Rather than use Philemo's hair conversion plugin, I used the multipass volume primitive pass and did an overlay in PSE.
I was very impressed by Bunyip's tutorial. It stimulated me to create this image with System 46 and my custom morphing on Genesis 3 Female. I used metaballs as terrain and a hair piece with fire texture on it converted with Philemo plugin.
Carrara native render, no postwork.
Wow, that is very powerful.
Nice! What tutorial is that?
Vyusur: That is spectacular!
Diomede: A really "super" fun scene!
+1 on that
@Vyusur that is epically awesome
Thank you, Ted!
LightofHeaven, thanks. I meant this tutorial by Bunyip:
https://www.daz3d.com/forums/discussion/comment/3755401/#Comment_3755401
Evilproducer, Stezza, thank you very much!
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@Selina - very clever use of the gradient. He'd better pay more attention to his surroundings. Well done.
Selina, thank you so much!
]Oh lordy, my bergs shaders take milions of years to render and my setttigs are not Best this time. Good thing i'm patient.
just sayin'. lol
Excellent work Vyusur, very glad my little spiel was helpful/of use !!!!
Very nice !!!!
Love the glow effect !!!
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Thank you, Bunyip, for your comments.
just super sci fi superb!
EP that's very impressive - the little version looks like a real photo
thanks Stezza, superb blow by blow how to do..!
be back tomorrow and check out everyone's work - looks gob smackling!
Bunyip, thank you very much for the comment. Looking forward for more interesting tutorials from you.
Andrew, many thanks!
Undine, legendary character.
First, I created a terrain with a crater
Next, copied the terrain and convert in vertex modeler, added thickness, deleted the bottom (as is selected after the thickness operation), then selected the bottom edge and filled the polygon and tesselate it. Now, it's usable for a Fluid simulation as a solid.
Next, the hair on the terrain. It will be the grass:
Some simple trees are set in the original terrain with surface replicator.
The distribution map:
The scene with a Fluid domain, a cube was used as the mass fluid.
Added Genesis 2 Belle character as the Undine. Then ran the fluid simulation. Next, used long hair for Undine.
Added too some acuatic plants, fog, Volumetric cloud (more fog) and 3 lights: sun light (used a simple realistic sky), LightX Dome and Area lights.
Last steps were applying shaders, adjusting lights and rendering with GI (the rendering is in process)
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In this case I used metaballs for pie creation. Every object in this scene was modeled and textured in Carrara. Attached are screenshots. Octane plugin render, no postwork.
Two renders. The first s awful. Too bright and purply for night. Second is a bit better.