A very excessive proof of concept, of cycles hair composited on to a character rendered in Iray (theres still quite a bit I need to fix like adding DOF and fixing the eyes so there's not the funky line around the ine iris)
Arguably I could render the lady in cycles too, but its so much easier to set up that all those materials in studio
But look at that hair! its so pretty, and for as many strands as there are, it was pretty quick and low memory to render.
Its getting so hard to use non strand hair for final renders unless there's something like intricate plaits
That is a seriously cracking render - blown away, and the hair is devine. Never heard of cycles before but now off to Google. Well done again :-)
A very excessive proof of concept, of cycles hair composited on to a character rendered in Iray (theres still quite a bit I need to fix like adding DOF and fixing the eyes so there's not the funky line around the ine iris)
Arguably I could render the lady in cycles too, but its so much easier to set up that all those materials in studio
But look at that hair! its so pretty, and for as many strands as there are, it was pretty quick and low memory to render.
Its getting so hard to use non strand hair for final renders unless there's something like intricate plaits
Very nice. I'm waiting for octane render to support LAHM so I dont have to use the memeory hog obj fiber hairs. Also a very natural looking portrait.
Well what I mean is, I don't think the daz plugin supports the actual curves or whatever yet. When I did the polar bear render in my gallery I had to export the thing as an obj and reimport it and that took up like 2gb on my card haha. I know Paul said he was working on getting it working though.
Well what I mean is, I don't think the daz plugin supports the actual curves or whatever yet. When I did the polar bear render in my gallery I had to export the thing as an obj and reimport it and that took up like 2gb on my card haha. I know Paul said he was working on getting it working though.
You shouldnt have to export it and re-import it. From within Daz make sure you have the LAMH tab open - see screenshot. First use the 'Attach LAMH Preset' button, find the desired preset file and then wait for it to load the guide hairs. Once they have loaded press 'to obj' button. This will then convert the guide hairs to an object within Daz (no need to open the LAMH editor). The file will be big, but once created you can import again at your leisure. Once the obj is created, hide the guide hairs and attach desired shader within octane to the new hair, then Render :-)
My pleasure. May be worth noting that sometime Octane fails after the obj has been created. You just need to load the scene again and then import the object from where it was created. Normally Documents\DAZ 3D\Studio\lookatmyhairAM\geometry
A "hair" object in Octane is handled much more efficiently. It is basically a start and end coordinate plus a thickness, and that produces a cylindrical shape between the two points. To produce anything close to that, an OBJ will need a minimum of three polys and a lot more data. So direct conversion from the guide hairs will always be much more efficient than converting to an obj. This is what Octane Render for Carrara does, each individual Carrara hair is converted to a row of Octane hairs and uses a fraction of what an equivalent obj would take.
J Cade - Very nice. The styling is very natural and great hair shader. Do you use multipe hair systems or break it into zones for the straggle effect?
I also export to Blender. I actually find it easier than Daz plus I can make use of tools like particle hair and editing tools (fix poke-through, etc.). Here is one of my recent tests - rendered in Octane for Blender. I have set up 2 zones (top and bottom) with different hair length. Each zone has 2 hair systems (main hair and straggle).
I am currently trying to get the hang of curly hair which is proving to be a bit tricky (always looks too uniform and fake).
I usually have 3 particle systems the main one with the children set to interpolated for the over-all form. One to fix up the roots with the children set to simple and each guide hair manually placed, and then a layer to get some of those flyaway strands (also manually placed with the interpolation set to simple)
I also stick my hairs on skullcaps: I don't have to worry as much abut how the hair looks at the scalp, I can use the transparency map to control the density, and I can use the hair on other figures.
My setup is similar to yours. I use a skullcap so I can try different styles and move hair to other figures. I create a weight map and place more hair at the front (and partings if one exists). I then make copies of this map and remove areas from each map to create zones. In this image there are 2 zones (long sides and short top). This makes it easier to isolate and style especially when there are different hair lengths and partings.
Each zone has 2 systems (main and straggle). Main systems have 300 parents and 80 interpolated children. Straggles have 100p and 5ic. I have attached a screen grab so you can see the rest of my settings and an example of my weight mapping. I have found the most useful settings to be Clump and Roughness (Endpoint, Random and Threshold). These control the state of the hair from unkempt to wet 'n' spiky. I am not saying this is the best way to do it just the best I have found so far.
My last trick is to add variation to strand colour. You can probably do this procedurally but I created a grayscale map consisting of black, gray and white dots. This is mixed with the diffuse colour of choice.
Has anybody gotten displacement mapping to work in Octane for Genesis 3? All is does for me is just makes the overall figure bigger and of course fingernails and toenails (seperate geometry) get poke throughs from underlying geometry from hands and feet. I know you cannot use bump or normal maps with displacement yet.
Comments
That is a seriously cracking render - blown away, and the hair is devine. Never heard of cycles before but now off to Google. Well done again :-)
Having seen that amazing hair by J Cade, I was slightly reluctant to share my offering - but here it goes...
Bigger version here - http://www.daz3d.com/gallery/#images/103274
Very nice. I'm waiting for octane render to support LAHM so I dont have to use the memeory hog obj fiber hairs. Also a very natural looking portrait.
J cade - very nice portrait and yes, the hair looks terrific!
Sorel - you know that Octane supports Carrara hair right?
Yes - look at my picture. That Tiger is a LAMH preset, rendered in Octane
You shouldnt have to export it and re-import it. From within Daz make sure you have the LAMH tab open - see screenshot. First use the 'Attach LAMH Preset' button, find the desired preset file and then wait for it to load the guide hairs. Once they have loaded press 'to obj' button. This will then convert the guide hairs to an object within Daz (no need to open the LAMH editor). The file will be big, but once created you can import again at your leisure. Once the obj is created, hide the guide hairs and attach desired shader within octane to the new hair, then Render :-)
My pleasure. May be worth noting that sometime Octane fails after the obj has been created. You just need to load the scene again and then import the object from where it was created. Normally Documents\DAZ 3D\Studio\lookatmyhairAM\geometry
A "hair" object in Octane is handled much more efficiently. It is basically a start and end coordinate plus a thickness, and that produces a cylindrical shape between the two points. To produce anything close to that, an OBJ will need a minimum of three polys and a lot more data. So direct conversion from the guide hairs will always be much more efficient than converting to an obj. This is what Octane Render for Carrara does, each individual Carrara hair is converted to a row of Octane hairs and uses a fraction of what an equivalent obj would take.
J Cade - Very nice. The styling is very natural and great hair shader. Do you use multipe hair systems or break it into zones for the straggle effect?
I also export to Blender. I actually find it easier than Daz plus I can make use of tools like particle hair and editing tools (fix poke-through, etc.). Here is one of my recent tests - rendered in Octane for Blender. I have set up 2 zones (top and bottom) with different hair length. Each zone has 2 hair systems (main hair and straggle).
I am currently trying to get the hang of curly hair which is proving to be a bit tricky (always looks too uniform and fake).
@irondog super nice!that looks very natural.
I usually have 3 particle systems the main one with the children set to interpolated for the over-all form. One to fix up the roots with the children set to simple and each guide hair manually placed, and then a layer to get some of those flyaway strands (also manually placed with the interpolation set to simple)
I also stick my hairs on skullcaps: I don't have to worry as much abut how the hair looks at the scalp, I can use the transparency map to control the density, and I can use the hair on other figures.
How'd you do yours? those bangs are fantastic.
J cade - Thank you for the info and kind words.
My setup is similar to yours. I use a skullcap so I can try different styles and move hair to other figures. I create a weight map and place more hair at the front (and partings if one exists). I then make copies of this map and remove areas from each map to create zones. In this image there are 2 zones (long sides and short top). This makes it easier to isolate and style especially when there are different hair lengths and partings.
Each zone has 2 systems (main and straggle). Main systems have 300 parents and 80 interpolated children. Straggles have 100p and 5ic. I have attached a screen grab so you can see the rest of my settings and an example of my weight mapping. I have found the most useful settings to be Clump and Roughness (Endpoint, Random and Threshold). These control the state of the hair from unkempt to wet 'n' spiky. I am not saying this is the best way to do it just the best I have found so far.
My last trick is to add variation to strand colour. You can probably do this procedurally but I created a grayscale map consisting of black, gray and white dots. This is mixed with the diffuse colour of choice.
My contribution for the weekend :-)
Using Maxwell Render Plugin for Daz Studio, Maxwell Render 3.2.0
Without post work
Another new skin shader built from scracth and influenced by the first TonySculptor skin shader settings.
Full size image well worth a look - http://www.daz3d.com/gallery/#images/106181
It's been a while since anybody posted in this thread, so I thought I'd upload something.
Here's a render of some converted CAD files from GRABCAD in a sea I made in Blender, and of course Victoria in a thigh-fitting wetsuit.
The foam still needs some refinement, and there are quite a few critical bits missing from that boat, but at least it floats : )
Cheers!
Oh, rendered in Octane Render for DAZ Studio.
edit: new version with somewhat better foam.
Erik - looks wonderful, you can almost taste the salty air!
Thanks Phil!
I'm still trying to improve the foam.
The amount of geometry for it already is huge, but I've subdivided a few pieces and it does look a lot better that way.
Also adding a 'foamy' opacity map and some bump to them helped a bit.
Rendering seawater is quite a challenge!
I just loooove what you can do with displacement in Octane (for DAZ Studio).
This render was just to see what effect an interesting noise map that comes with 3dCoat would have.
Displacement, not just bump, so the water edge isn't straight to spoil the image.
Only the noise remains a worry, even with 7000 Spp after rendering for over more than six hours.
Cheers!
Looks like it's using the same kind of displacement 3DL is...and not Iray variety.
Wow that looks great erik leeman !
Has anybody gotten displacement mapping to work in Octane for Genesis 3? All is does for me is just makes the overall figure bigger and of course fingernails and toenails (seperate geometry) get poke throughs from underlying geometry from hands and feet. I know you cannot use bump or normal maps with displacement yet.
Thanks a bunch!
I'm using the standalone version of Octane.
Cool stuff I have returned to the luxrender I still use iray as well. I just like the way lux does some stuff http://fav.me/d9uf0vj
I am experimenting with rendering in Unity. Below is a screenshot of The Wolf Man.
Rendering occurs at almost 70 fps, so one frame took around 0.014 seconds to complete.
Can't beat that for speed and the results look really good!
Thanks. I also like the look of him.
The creator of the character used Volund shader for all the materials on him.
Just wish, I could find the way about how to convert Genesis 3 character materials to Volund shader.
Nearly cracked the 'Through the Woods' terrain puzzle in Octane for DAZ Studio, just a slight opacity error to be solved.
Basically there's four 'layers' in my recipe as it is now:
1. a Base layer with 'sfpRock1Color2' (with sfpRock1Normal),
2. a Rock layer with 'sfpRock1Color' (also with sfpRock1Normal) and 'sfpMaskRock',
3. a Grass layer with 'fpsGround03Color' (with 'fpsGround03Normal' + 'fpsGround03Displacement') and 'sfpMaskGrass',
4. a Path layer with 'fpsGround02Color' (with 'fpsGround02Normal' + 'fpsGround02Displacement') and 'sfpMaskPath'.
I combined all three supplied masks in Photoshop to get an extra mask for the base layer, and then made a string of mix-materials in the editor.
For the texture-tiles (not the masks!) I chose an X-Y scale of 0.1 , which I think looks okay.
One thing I did notice is that those Displacement textures are not included in the Forest package, but they are in the Lake one, which is strange.
Not quite there yet, but close : )
Cheers!
And here's a somewhat random, broad daylight view of Stonemason's new Forest rendered in Octane for DAZ Studio with all default vegetation added.
I loaded the 3dLight version into DAZ Studio, and let the Octane plug-in convert all textures for the plants.
Must confess I was surprised to see this render so effortlessly!
Haven't checked yet if the Iray version indeed loads more trees, shrubs and grass.
Cheers!
Oh, I forgot to mention I subdivided the grasses and terrain to level one, the rest is still base geometry.