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DAZ|Studio F.A.Q (Last Updated: 2024 Nov 29 12:43 am)
Quote - SBT wish there was some way i could just email you my copy of 64-bit cs5.. all my plugins/filters are for 32 bit only so that's what I use
Ehf... Just to get into the program, I did finally install the Studio/PS bridge for cs5, which if I understand the way it works, its a lot like what I do with gimp but slightly more direct. Still not too sure on its capability, but I'll keep poking around for like plug-ins. Surely somebody coded a 3D plug-in for ps, or maybe even the next gimp release.
It's a splendid idea though. Thanks for giving me the insight to look into it!
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The texture paint mode in Phtoshop isn't THAT great, tbh. Having all of Photoshop's brush tools is nice, but the workflow for saving out copies of your texture is awkward, the painting performance is pretty poor, and the viewport navigation is awful. I've pretty much given up using it for anything, it's easier to paint textures in Blender. Wish I had the cash for Mari though....
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Quote - Spread Eagled
Abi at the office, waiting for the boss (again)
LMAO, damn those cctv camera's!
That's awesome!
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Doc, you did forget 1 small detail, see below for reference...
I have further plans for this one, this is just the first edition.
Enjoy,
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I did think about it, but I don't think one finds them in a bosses office ;)
Looking forward to the rest of the series :)
I'm beginning to think that this thread might change into a 50 Shades one, especially once Callad posts her version.
Quote - I did think about it, but I don't think one finds them in a bosses office ;)
Looking forward to the rest of the series :)
I'm beginning to think that this thread might change into a 50 Shades one, especially once Callad posts her version.
I work for a garage, there's all sorts of chains and straps floating around! :woot:
I wonder what chapter (and what book) Callad is on now!?
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Quote - The texture paint mode in Phtoshop isn't THAT great, tbh. Having all of Photoshop's brush tools is nice, but the workflow for saving out copies of your texture is awkward, the painting performance is pretty poor, and the viewport navigation is awful. I've pretty much given up using it for anything, it's easier to paint textures in Blender. Wish I had the cash for Mari though....
Right now, I'm not really painting textures per se. What I've found PS to be helpful with is lining up textures for cross-seam stuff. I know there are plenty of other programs that can do it better; but, photoshop is what I know best. In fact, I probably know my way around photoshop than I do any other single piece of software period. I've been using it since version 5.0 which is like 11 version changes. As far as blender or blacksmith or anything else goes; I just don't have the brain time to learn yet another program at this time; when I'm going to be cramming Solidworks, Catia and Unigraphics all into my brain over the next year. PS does what I need/want it to do for now and I'll roll with that.
On the other side of the coin is yes.. navigating around the 3D mode is way laggy and kind of awkward. It takes 20 seconds or so for my 2D textures to update on the 3D model(mainly due to old-ass computer) and saving out textures and reloading them on the model is a pita. For me, that's offset by having the nearly 2 gigs of brushes, patterns, filters, plugins and actions I have at my disposal and can use as well as anything else.
Quote - Chapter 18.. :) Since of today I am 49 shades of 'C'.
Naughty but nice images Anton and Abi! ;)
You'd better show us mere mortals how to create a proper render of this style!
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Latest render fresh out of the oven. Still working at making a set of custom textures for 3D-Age's Peek. The swimsuit in this one I'm just not too happy with. The strings aren't laying quite as naturally as I'd like; but, the rest of it(what there is) renders pretty well. This is a purple sequin design on the parts that are big enough to actually be more than some braided dental floss.
Quote - Latest render fresh out of the oven. Still working at making a set of custom textures for 3D-Age's Peek. The swimsuit in this one I'm just not too happy with. The strings aren't laying quite as naturally as I'd like; but, the rest of it(what there is) renders pretty well. This is a purple sequin design on the parts that are big enough to actually be more than some braided dental floss.
Looks good, although you missed the background between her arm and body with the blur.
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Quote - ] Feeling quite lazy so I'm just going to deal with that bit of imperfection.
Hehe, my philosophy too!
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Just trying to catch up! Nice renders still going on, sorry but I had to skim... did notice some nice stuff from AbiJ, Doc, FSMCDesigns, StevieC, Callad, and Erik and his tools! :) been trying to get some renders done. Here is my latest... I have already started a re-render as the ground and walls were set way too high glossy wise...
link to DA page http://fav.me/d5cdy0g and full view http://www.deviantart.com/download/323136880/arabian_prince_by_mbinz-d5cdy0g.png
Unfortunatly, with the re-render, I have moved slightly back, and it is now apparant that there is an issue with displacement and the geometry of the kingdom of marrakesh. Is this something I can solve, or do I have to remove the displacement map... (I would prefer to make it work if possible!) here is a link to the issue, inc the settings... http://fav.me/d5cifc7 I will have to restart this again, but if there is a solution other than just removing the map, it would be appreciated! :)
Mbin, you cannor have displacement without subdivision, that is why there is so much deformaton. The geometry is very low-res and there are simply not enough polygons to have a fine displacement. Enable the use of microfacets and set the subdivision to 400.
See what happens.
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I tried uping the subdivision but it just made it worse, didn't try micro facets; trying it now! thanks!
hmmm... looks nicer now, but the render has gone from 50kS/s down to 4 kS/s and I've only changed one instance and there are three in view. I guess I'll have to settle for removing the map. They are mostly in the background after all... thanks anyway! ;) The render is likely to go for at least 3 days to get were I want it, don't fancy waiting for 30! Oh well... ;) I'll remember the micro facets in future! thanks Paolo!
Quote - I tried uping the subdivision but it just made it worse, didn't try micro facets; trying it now! thanks!
The reason for the distortion is the very low res of the mesh. If you have a wall with one single quad even 8 levels of subdivision will only give you 16384 polys which will be fairly big. If you stopped at around 5 levels of subdivision that would only give you 256 polys, which could only be displaced in a very coarse fashion.
An alternative to using displacement maps, especially for BG elements, is to replace them with Normal Maps.
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Quote - No Problem Mbin, hope you like them. Nice pic by the way :)
Thanks John! ...hopefully the re-render will be better once I sort all the little gripes... the image above ran for 70 odd hours, and I only just noticed the displacement issue in geometry 22hours into the new version... If Paolo hadn't mentioned what it was, I'd have been trying all sorts of things... having now looked at the item in mesh view, I can see that it is very coarse as he says! Sometimes its the simple things I forget! ;) o.k. setting it off again... hopefully this time! :)
Quote - > Quote - I tried uping the subdivision but it just made it worse, didn't try micro facets; trying it now! thanks!
The reason for the distortion is the very low res of the mesh. If you have a wall with one single quad even 8 levels of subdivision will only give you 16384 polys which will be fairly big. If you stopped at around 5 levels of subdivision that would only give you 256 polys, which could only be displaced in a very coarse fashion.
An alternative to using displacement maps, especially for BG elements, is to replace them with Normal Maps.
Thanks Paolo! I realise the mistake now you pointed it out... I blame it on the meds... lol! Where would I be without you... :)
No mistakes, mbin, I was just trying to clarify why things happen :). BTW, a great way of removing guesswork is to look at the model in wireframe mode. Once you do that the geometry detail is clear. Cheers.
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Quote - No mistakes, mbin, I was just trying to clarify why things happen :). BTW, a great way of removing guesswork is to look at the model in wireframe mode. Once you do that the geometry detail is clear. Cheers.
Sorry, I meant my mistake in not realising it was the lack of mesh... ¬) normally I would have looked at the mesh view, but my meds affect my memory and make me forget the obvious sometimes... (I sit there and go 'but it should work!' ... usually I'm pretty analytical about things, so I feel quite embarrassed when I miss things!), anyway, no worries!
¬) I've restarted the render now... I'm glad you are here to remind me when I go wrong!
I'm not expressing myself clearly :)
What I meant was that you didn't make any mistake, it's just the way the geometry is made and your attempt to use displacement was perfectly legitimate.
Cheers
Paolo
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Quote - > Quote - No mistakes, mbin, I was just trying to clarify why things happen :). BTW, a great way of removing guesswork is to look at the model in wireframe mode. Once you do that the geometry detail is clear. Cheers.
Sorry, I meant my mistake in not realising it was the lack of mesh...
¬) normally I would have looked at the mesh view, but my meds affect my memory and make me forget the obvious sometimes... (I sit there and go 'but it should work!' ... usually I'm pretty analytical about things, so I feel quite embarrassed when I miss things!), anyway, no worries!
¬) I've restarted the render now... I'm glad you are here to remind me when I go wrong!
Meds you say? That means I can play at your level finally!
I would second the normal maps and just ditch the displacement. I've noticed that a lot of legacy content can really look decent with refurb'ed maps and a normal thrown in. Sometimes I don't feel like remapping an entire scene and just cruise through the surface tab, sliding the opacity on those not-so-obvious texture names and making maps for those closest to the camera. Screw the rest of them with a finite amount of DoF
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Quote - Spread Eagled
Abi at the office, waiting for the boss (again)
Eagle? What about the Tiger butt?
I hate to ask, but how does one get that pattern on soft flesh, dear Doctor?
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Quote - > Quote - Spread Eagled
Abi at the office, waiting for the boss (again)
Eagle? What about the Tiger butt?
I hate to ask, but how does one get that pattern on soft flesh, dear Doctor?
Let me see, ruler, whip, rod, ... oh, you mean in Studio?
Quote - Me Tarzan, you Jane?
Not quite, been watching Evanescence music vids again, reminds me of when I was younger, if I was upset/pi$$ed off I'd be found sitting in the tree in the garden.
Quote - Just doing my bit to keep the Fifty Shades theme going. Many thanks to AbiJ for taking the photos for me, I think the props came out quite good.
Has any one got the Reality 2 banners, I lost mine somewhere.
They look great, they are certainly going to come in use!
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Quote - Just doing my bit to keep the Fifty Shades theme going. Many thanks to AbiJ for taking the photos for me, I think the props came out quite good.
Has any one got the Reality 2 banners, I lost mine somewhere.
Are you going to share those books .... err props John? That looks good!
Have you read of of them? ;)
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John, the watermarks are available from my site, look in the Extras section.
Paolo
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Haven't had much time for DAZ or Reality lately, but I was toying around with IBL, DoF, and water planes when I came up with this render that I was fairly pleased with (the result even if not the scene itself, kinda boring)
Not sure I like the way her hair turned out, trying a new (to me) hairstyle. It's Tayler Hair from Daz. I bought it because it looked like the textures didn't have baked in highlights.
I like the effect from the water refraction, I think it turned out nice.
I think I got the focus right too.
I may revisit the scene later to fill in some of the empty space :)
This version is 1.2 Kspp (took about 12 hours to render), ran it through PaintShopPro to take some red sparklies out of the hair and sharpen the image a bit.
Any commentary is welcome.
Michael
PS - oh and btw I'm going to go out and buy that 50 Shades Trilogy, you all have peaked my intertest ;)
PPS - Haven't seen her around the thread much lately, but I went and picked up some of Angela Knight's books, enjoyed them a lot. Check her out!
medmon.. as a whole work.. the scene doesn't need to be filled in much if at all. not everything has to be ultra-busy and frame filling. dof on the shot is great, so is the water refraction. is the character intended to be like a pixie or sprite or something other tiny creature? if so.. all is well. if she's intended to be full-size then those are some mammoth prehistoric ferns and the water ripples look like the precurser to a major earthquake. character's skin looks just about right.. not too glossy not too flat. i reiterate.. it's a pretty good render all-in-all.
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SBT wish there was some way i could just email you my copy of 64-bit cs5.. all my plugins/filters are for 32 bit only so that's what I use