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Subject: blender AO


ima70 ( ) posted Fri, 21 July 2006 at 12:17 PM · edited Sun, 01 December 2024 at 2:57 AM

file_348743.jpg

I'm doing some test on importing Poser chars and trying to get a nice skin shading, by now I'm very happy with it, not that easy to figure out how, but once you get used it's not that hard :biggrin:

What I'm having problems is with AO, it come out very noisy even I put sampling at 16 and no matter what rendering seting I change, can somebody help me?

Thank you.


oldskoolPunk ( ) posted Fri, 21 July 2006 at 6:55 PM · edited Fri, 21 July 2006 at 7:00 PM

Hi ima.

First, in the AO settings you have ADD, SUB, and BOTH. The grain in your pic is darker, so that means it is the SUB that you are seeing. If you are using the SUB setting, try switing it to ADD or BOTH. If you are using BOTH already, try increasing the amount of light. Which brings me to another idea.

I suggest using an area light with AO. Turn on rayshading for the area light. Now you will be able to increase the samples for the light. This will blend the grain together, giving it a more realistic look. I suggest starting out with an area light set at 9 samples and AO at 9 samples. Remember, an area light throws out ALOT of light. Area lights seem to be more sensitive to a change in their distance values more than in their power levels. Also, it is best to always change the size of the area light by using its size parameter in the buttons instead of scaling it in the window.

If none of this helps you, here are a few links that you may or may not have looked at already. Please let me know how it goes :)

http://www.blender.org/cms/Ambient_Occlusion.231.0.html
http://creationanimation.com/sites/thoenes/animation/3dtutorials/blender-rendertests/Blender-Ambient-occlusion-tests.html
http://feeblemind.tuxfamily.org/dotclear/index.php/2005/01/16/10-didacticiel-locclusion-ambiante---tutorial-ambient-occlusion

(the following link has a section on AO near the bottom, it specifically deals with soft skin effects)
http://pages.zoom.co.uk/nick.towers/tutorials/material_skin_tutorial/material_skin_tutorial.html


ima70 ( ) posted Fri, 21 July 2006 at 8:16 PM

file_348769.jpg

Thank you oldskoolPunk (what a nick for a non english lenguage speaker!! :blink: )

it worked somehow, but I think it need a little more experimentation, this is the result I got by now, I'll go on trying and post the result.

Thank you again


oldskoolPunk ( ) posted Fri, 21 July 2006 at 9:52 PM

Yah!
You are really bringing out the realism in the face. Nice job.


ima70 ( ) posted Sun, 23 July 2006 at 9:59 AM

file_348886.jpg

Well, after geting the correct light and AO, and after a lot of test of the ramp, speculars and sss, here is what I've got. Some sugestions to make it better?

( the noice now is not the ao is just the texture, is low res, but it's just a test)


oldskoolPunk ( ) posted Sun, 23 July 2006 at 1:14 PM · edited Sun, 23 July 2006 at 1:17 PM

Very nice ima70 :) But I did like the background better in the previous render. Here is a link in haloedrain's list you may have seen already that covers some more stuff about skin and lighting. I still don't have a very good grasp of ramp shaders, but you seem to have it down!

 http://www.androidblues.com/shadetut.html


Prikshatk ( ) posted Mon, 24 July 2006 at 6:56 AM

I'd be very interested in the process you used for getting the poser character into blender.

regards
pk
www.planit3d.com


ima70 ( ) posted Mon, 24 July 2006 at 9:01 PM

file_349044.jpg

Thank you oldskoolPunk the previous background was the probe I used for the IBL in the las one I used simple white, the ramp shaders are wonderful and powerful and let achive an infinite number of efect, even for a blender beginer like me it is very easy, just take sometime to play with it.

Prikshatk I'll be very pleased to help you, I've found that using Daz Studio the process is much more easy, just use this setings for exporting:


ima70 ( ) posted Mon, 24 July 2006 at 9:03 PM

file_349045.jpg

and this setings for importing into blender via the defoult import wavefront obj python


ima70 ( ) posted Mon, 24 July 2006 at 9:17 PM

file_349047.jpg

This way all materials and textures will load into blender but won't be aplyed you'll need to do it manually, but it's not that hard just set one material and use link to object to set this material to objects that use the same surface (body, nipples, fingernails, toenails) and (eyelashes eyebrows, pubic) then if you modify let say the body material it will change in the same way for nipples, nails, etc.

For eyelashes and transparencies just consider the setings of the screen capture, pay special atention to ZTransp and Traceable in the links and pipelines panel.

Hope you understand my bad english, and if you need more help please ask, I'm just a begining but I'll be very pleased to help you, I'm very pleased with blender, it's incredible that such a great and full featured aplication is freeware.


Prikshatk ( ) posted Tue, 25 July 2006 at 4:06 AM

Thankyou ima70, thats what I needed to know.

I was getting lost on the re-applying of textures. Is this a fault with the import script?

regards
pk
www.planit3d.com


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