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2 cents are good. I'll try some renders with DOF. Your other ideas closely resemble the included render settings so we are on the same page there for sure.
The haze or fog cameras from AoA are a real key to getting great depth, I really cant stress that enough. I don't understand how they work but it's amazing that they will build up atmosphere solely from reflections bouncing back and forth. That it happens almost independently of actual depth. Like the infinite hallway render I did with Arcade di Janus.
I'll play with those too this weekend Marshian... I have them. ;) The cemetery render haze i got was with manual DOF. I didn't do anything to the render but add a little fog to the front and my signature. Everything else came out as a pleasant surprise!
p.s... I've got another render cookin'... I'll post it shortly ;)
ok.. here's another render for you...
This time I wanted to try a render with a person in it. I'm lovin' the mirrors with the DOF... the blurriness is covering up the lines of the mirrors nicely. I had just a few little mirror intersection bits to post work. ;)
ENJOY!
Last 2 renders for the night... then I'm going to bed... zzzzzzzzzz... lol... NO postwork needed except for my signature... I wanted to do a scene with more than one figure and I also did a close up with a different angle. I must say.. I think I'm liking the ground level renders best.... hummmm
ENJOY!
llolalane -- thank you for your additional 2c! I'm on my way to more creative messing around. :D
--MW
I asked for some info and didn't get it!
Now perhaps I can try and get this to work - or I'll be asking for a refund!
After much fiddling I managed to get this image. Used Ra's Palace. Not sure why there is a black background, but never mind I can always add something.
I like the 6 point star.
Hi wilmap. That render of Ra's Palace looks very cool, especially with the 6-pointed island. Too bad I was not able to grab it when it was free!
Regarding the black background -- did you put a skydome in your scene? In my first Kaleidoscope attempts, I did not use a skydome, which resulted in a black background. It seems that, if you don't fill your scene with thing you want to render + ground plane [if necessary] + skydome, then the mirrors will not have enough to reflect and generate black spaces where there is not image or prop.
--MW
Did you find the step by step reply helpful? I posted that for you as well.
No skydome! Will add one next render I do. Thanks.
Yes Marshian that info helped a lot.
See - you are getting it!
For the black sky- You need to use the Default or Maximum render setting (included) and a skydome would help too (Thanks ModernWizard).
Great! You must have X & Y Pixels samples turned up for the DOF, it's so smooth.
These two are impressive. The DOF really helps add dimension, separating the foreground/background, and to randomize the background reflections. More specifically the figures in the background- because they are out of focus you cant tell they are a reflection of the foreground figures.
They are the same figures I'm guessing.
This is one of the true joys of creating products, seeing what other people do with it.
Great! You must have X & Y Pixels samples turned up for the DOF, it's so smooth.
yep.. they are set at 30... and they rendered pretty fast... less than 15minutes... whoo hoot!!
These two are impressive. The DOF really helps add dimension, separating the foreground/background, and to randomize the background reflections. More specifically the figures in the background- because they are out of focus you cant tell they are a reflection of the foreground figures.
They are the same figures I'm guessing.
This is one of the true joys of creating products, seeing what other people do with it.
Well you know I like Kaleidoscopes ;)
Yes.. same figures... so they rendered fast too... less than 15minutes. DOF is awesome!!! I'll play more this weekend ;) If I get anything good.. I'll share ... promise!
Can you explain what settings I need for DOF please. I've not really used this yet.
There is a thread here that many people have contributed to: http://www.daz3d.com/forums/discussion/19195/
Thanks, I'll go take a look.
This one specifically, is more to the point: http://www.daz3d.com/forums/discussion/5084/#63872
Hi Wilmap... DOF is pretty easy once you figure out how to do it... I'll try and find you the tutorial (with picture samples) that I used. Give me a few moments please :) It explains it better than I ever could. ;)
AH... It was already posted... fastie!!!
Here is Ras Palace using the 3 sided prop, Default render setting, and AoA fog cam.
The working view shows prop scale and camera placement so that similar results can be acheived.
that's GREAT marshian... aren't Kaleidoscopes fun??? lol
Yeah- they rock the house.
Thought I'd render a closeup of the Brenin Patio I did .. here.. http://www.daz3d.com/forums/discussion/53759/P30/#781830
I've been playing with lighting... Hope you like it :)... enjoy!
Wow.. Thanks for this one... looks like a fun tool.. and at 30% off, plus a coupon I had, even I can afford this.. Bought it today, will post results as the renders come!
Cheers
Harold
If I understand it right it now ... it mirrored always, what's inside the prop?
If I understand it right it now ... it mirrored always, what's inside the prop?
if I understand you correctly, the reflections are always on, yes. everything inside theprop will reflect. In this case a section of Ras palace and m4 with shades of Atlantis armor is inside the prop.
also too.. Please note... RCT-Spanky ... the render is taken INSIDE the triangle.. you can see the camera position in the 2nd picture that Marshian did. (see the red blue green arrows?? that is the camera position)
Hope my 2 cents helps :)
Hi marshian! Using your stepwise tutorial, along with Llola Lane's depth of field tips, I'm coming closer and closer to a passable render with the Kaleidoscope.
I do have a question, however. I love using tiling shaders on clothing. However, the tiling appears to present a problem when I have a person whose clothes use tiled shaders and I DO NOT want that person or clothing to reflect.
I have been following your instructions to select all surfaces that I do not want reflected and then hitting the Reflections Off shader button. This works fine on non-tiled textures, like skin. However, if I apply the Reflections Off shader to a tiled texture, the tiling resets to 1x1, which, of course, cancels out the whole point of tiling! If I go into Surfaces and retile the texture, the tiling will be correct, but this also turns the reflections back on. In conclusion, I haven't figured out how to have non-reflecting tiling textures. Any advice?
--MW
MW- Great to hear you are closer, fun right?
This is a good question about tiling. I'm glad you brought this up and you'll be happy to know the solution is easy once you know where to look. The Reflections Off shader does convert surfaces to a different type of shader (UberSurface) so the tiling channels/settings work almost the same but have a different label.
With the item selected go into the Surfaces Tab and find Map Tiling U and Map Tiling V (see screen cap below). These control horizontal and vertical tiling. By default the the tiling limits for these channels is 10. If you need to go higher than 10 click the gear (for that setting, it's next to the heart) then Parameter Settings and uncheck "Use Limits". Then you can set it however high you need to. Be aware that unlike the standard DS shader you will not see the tiling until the scene is rendered. This is kind of annoying its just one of the qualities of UberSurface, of which it has many wonderful properties that make it so versatile to use.
Let me know if you have any other questions, if I solved your problem, I'm watching email today and can answer quickly.