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thanks Stezza et Bunyip :)
Wow Bunyip you are a shader WIKI :)
Here's a shader trick to give you interesting lighting.
If you can't read the images click the little ones at the bottom of the post!
1) Place your figure (in this case Groover) on a plane.
2)Then Make a huge sphere that encompasses one light bulb, the camera and the plane
3) In the texture room make the sphere and plane shaders 100 percent reflection
4) In the render room turn off reflections so they don't render. But turn on Caustics! That way the reflections will reflect light even though they don't render!
5) Here is the unretouched render. You can fiddle with intensity photo count etc in the Caustics paramters to get better quality.
So this render has only ONE LIGHT.
I can get back blown out highlights by adjusting the light bulb position or using eg a material- diffuse pass in post. I can also bring in shadows where necessary by using my shadow pass.
materail diffuse pass
Shadow Pass
Here is 'Caustic Groover" with those extra passes added in post and some tone mapping.
I ended up using another shadow pass to get him to 'sit' on stage better - I also used meterial diffuse, and coverage pass and ambient occlison pass. I isolated the hair with a primitif pass. The tone mapping made him slightly more cartoon like
The ambient occlusion pass bought back a bit of three dimensionality
Excellent walk-through, keep them coming !!! Render is great too !
PS Don't forget "Da Rules - Images Must be new, unpublished before the start of this challenge, to remain unpublished outside of the challenge while the challenge is on." Free advertising is welcome - so make sure you include a link to the Challenge thread !
Mini-Tutorials 4. Shader Dirt/Rust/Mud
1. Double click the Shader required to open in Texture room
2. In the Color - Texture Map slot I want to use Mixer
3. Scroll down the list to Operators
4. Click on Mixer
5. Leave Source 1 as the Texture Map, in Source 2
6. Scroll down the list to Color
7. Click in the Color Box
8. In Color Picker select color
9. In the Blender slot
10. Scroll down to Natural Functions
11. Click on Cellular
12. Adjust Intensity
13. Adjust Scale
Note: Both steps 12 & 13 will require test renders to get it looking right
Option B
9. In the Blender slot
10. Scroll down to Noise Functions
11. Click on Turbulence
12. Adjust Brightness
13. Adjust Global Scale
Note: Both steps 12 & 13 will require test renders to get it looking right
Option C
9. In the Blender slot
10. Scroll down to Natural Functions
11. Click on Spots
12. Adjust Spot Size & Blending will require test renders to get it looking right
Come on people - get those renders started !!!!!!!!!!!!
thanks Bunyip - sorry didnt read that one!!
another great mini tut from you thank you!
here's a complicated job - I used an old Viking Tunic for m2, cross dressed it to M4 then retextured it (that's why the circley bits are so disorted!) and used a few transmaps to elminate all but the black thing around the coller and the belt
have to go through the shader tree later
Flash Gordon - used the trick with the caustics for lighting with this one too - so one light - in this case a distance light
Tore a muscle in the surf today - you might be seeing me here more often....
this is the original coat after a little retexturing but before alpha mapping it to show the shirt underneath
Here's the same image worked up in PD - starting with different passes rather than the beauty or colour pass
Very nice !!
Problem with rule changes between Challenges is that the rules can be missed - done it myself before....
Thanks on the Mini-Tutes, hopefully I can generate a few more while the Challenge is on - was hoping some of the others would chip in as well.
Hope the torn muscle is not too painful !
I was inspired by playing around with the GMIC filters and started thinking about old TV shows, so I am going to do sort of a reimagining of the intro to I Dream of Jeannie.
Here's my scene so far:
I will be adding an astronaut coming toward the bottle, which I still need to create textures for. Bottle model is a freebie by Gorilla Labs 3D from ShareCg.
The basic shape of the sand dunes and the sand ripples are created on a terrain using Realistic Sand Dunes for Bryce and Carrara by Bijan Studio, which sadly looks like it is no longer available in the store here. Instead of the included textures though I created my own simple procedural texture.
My sand texture
Incidentally, in case you don't already know, you can change how the color picker works. By default it the HLS wheel, which I usually like a lot because it really helps visualize what colors are complementary. In this case though I was tring to get to something specific and started with color picking from some reference images in Photoshop, which gave me RGB colors. To match the colors I picked as my starting points I used the dropdown in the color picker to change the picking method from HLS Wheel to RGB Sliders.
I'm using a Sun light and the Realistic Sky for my lighting and I started playing with those a bit. Added some haze to the sky, increased the overall brightness of the sky a bit, and added a Lens Flare to the light using the Desert Sky preset.
I also modeled a quick divot for the capsule to tie it into the landscape better. The divot uses a copy of the same sand shader as above, but I added a little bit of ripple displacement to it to help break it up and match the terrain. The divot has three levels of render-only smoothing to help add some geometry for the displacement to work on when it renders.
Palm trees are from the included Carrara content, but I replaced the color textures with some free palm trees photo textures from the web. I copied those textures into the transparency channel on the leaves and then lowered the brightness down to 5% and the max transparency levels to just 2 so the light doesn't pass through as many leaves.
The astronaut is going to go near the capsule, just crawling over the little ridge on the middle right side.
I like to get my lighting and composition as close as possible to final before adding geometry-heavy things like characters. I'll do that after I do the shaders on the bottle and then I'll start playing with the GMIC effects to get my final look.
Note that the image in the thread is being weirdly squashed, so please click on it to see at the correct image proportions.
The final render will be at twice this size (1920x1080) but I like to do all my tests at half size or smaller for speed.
Bunyip - thanks for yet another tutorial. You are full of awe (awesome).
Headwax - very creative way to get Flash’s collar. I’m a huge Flash Gordon fan, but even more of the general approach of the old serials, not just Flash. Last week had lots of chores that kept me in or around the house so I popped in an old serial called “Undersea Kingdom” starring Crash Corrigan. Many of the stylized elements were familiar but the robots were hilarious. They looked like cylindrical metal trash cans with legs. Speaking of legs, get well soon.
MDO2010 - great camera angle. Can’t wait to see the final version. Only one way to make the subject better, and it is obvious. Show me Barbara Eden! LOL. Pretty sure a sizable minority of us are males of a certain age.
Crssh Corrigan robots I think
https://www.bing.com/images/search?view=detailV2&ccid=w5WbZgor&id=CB815A364F475D59515CAF519BF275B4EE88163F&thid=OIP.w5WbZgorpEaVygaozmt31QHaFj&q=undersea+kingdom+crash+corrigan+robots&simid=608027789984530742&selectedIndex=9
Getting closer to final.
The gulls are a free model I found at Free3D.com.
Current set-up rendered with DOF and two GMIC filters (Color/Retro Fade and Vignette). Remarkably for me, no post-work (yet).
The vignette seems to have killed my lens flare, so I will probably remove that for the final final.
thanks Ted et Bunyip02 - Diomede those robots are a crackup!
MDO2010 thanks for the walk through - great scene - lens flare on sun was an eye opener
Below is a walk through of getting the Viking tunic to look a little like flash gordons coller and belt - still very rough!!
You will learn:
1) how to extract a uv map from a model
2) how to use this to make an alpha map and a new texture map
Alpha maps help you hide parts of a model - you could also hide them in the modelling room but that can lead to jagged edges as you are reatricted to polygons
Here is original Viking Tunic from M2 - cross dressed to m4 but still lots of uv disortion - oh well :)
we go into the modelling room to get a UV map to export into photoshop
click UV mode etc as per next image
we do the same for the Tunic Bottom and combine the two maps in ps to get this
so in photoshop we paint over the map in a different layer
we are trying to get this outfit
we apply the new texture in the shader room to see if we are on the right track - theres' little triangles below the belt that should be fixed but am too lazy
we also add a 0 percent alpha to the arms to vanish them
back in photoshop i make an alpha map to hide those tunc parts we dont want - the white parts will show up so in carrara we willhave to nvert the transmap
transmap = alpha map
we put the transmap in the alpha part ofthe tunic shader and invert it
i coloured the tunic red so you can see what is happening more easily
finally we put it on m4 - you can see belt is craapy fit
so we add a couple of morphs
it looks slightly better - obviously a ready made belt would be berrter but the idea of the mini tut is to show you how to be creative with alpha maps on wht you alreadt have
sorry typing with one hand - other hand holding ice pack to leg
MDO2010 - Excellent render, great shader usage & tips as well !!!
Headwax superb walk-through !!!
Hope that leg heals up fast !
Mini-Tutorials 5. Shader Panels & Rivets - Panels & Mosiac Tiles
Option A - Panels & Rivets
1. Double click the Shader required to open in Texture room
2. Top Shader
3. Scroll down to Complex Shaders
4. Click on Multi Channel Mixer
5. In the Source 1 - Color - Texture Map slot I want to use Mixer
6. Scroll down the list to Operators
7. Click on Mixer
8. Leave Source 1 as the Texture Map, in Source 2
9. Scroll down the list to Color
10. Click in the Color Box
11. In Color Picker select color
12. In the Blender slot
13. Scroll down to Pattern Functions
14. Click on Squares
15. Adjust settings will require test renders to get it looking right
16. In the Source 2 slot
17. Scroll down to Enhance:C
18. Click on Enhance:C Panel
19. In the Function box click on Rivets
20. Adjust settings
21. Blender slot
22. Scroll down to Value (0-100%)
23. Adjust settings
Note: Steps 20-23 will require test renders to get it looking right
Option B - Panels & Mosiac Tiles
16. In the Source 2 slot
17. Scroll down to Enhance:C
18. Click on Enhance:C Tile
19. In the Function box
20. Click on Mosiac
21. Adjust settings
22. Blender slot
23. Scroll down to Value (0-100%)
24. Adjust settings
Note: Steps 21-24 will require test renders to get it looking right
i want an old fantasy image.
think 80's - early 90's black and white.
so how to make a b&w crosshatch from aiko maps on v4?
by the way you need to scale the 2d random maps on each area on v4 to fit diffrent sacles.
Hello shlomi, I have not used Fenric's Extended Color Balance before, very interested in seeing how it turns out !!!
Most models I have looked at have differently scaled UV maps, good luck on getting the scales to match !
Mini-Tutorials 6. Shader - Super Mixer
Wendy's original Screen-shot of a Super Mixer usage - https://www.daz3d.com/forums/discussion/comment/4007711/#Comment_4007711
1. In the Color Slot
2. Scroll down to Shoestring Shaders
3. Click on Super Mixer
4. In Mix Shader enter Texture Map that will be your base for the Super Mixed image
5. Shaders 1 to 10 enter different shader options
6. In Color - Super Mixer slot - adjust Shaders 1 to 10 to get different effect on image - requires multiple test renders
wow that's some super mix!
Hilarious! So clever, and the textures are just fabulous.
Definately another classic by Headwax. Hope you have something/s lined up for a render or three as well UB !!!
Bunyip, I absolutely will enter. :) Just the normal struggles, thanks.
Looking forward to your entry/entries !!!
Kermit and the "Floating Log"