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DAZ|Studio F.A.Q (Last Updated: 2024 Nov 12 7:17 pm)
Quote - Hi. I'm unlucky with normal maps. While displacement is a resource hog at least I can control it. Not the normals.
And for some reason it doesn't seem to work either :/
The top is with displacement, bottom is normal map. It should look somewhat bumpier.
I didn't catch where the top part was posted, but normal maps can get fantastic results with the Reality/Lux combo, stand alone or used with displacement maps.
If you already have them, they show up in the Modifier tab in reality. If the box is checked for normal maps and grayed out, you can uncheck it and adjust the value as needed, then recheck it.
Within this thread, normal maps have been explored at some length. In fact, I put a tut on their creation using your general texture map and converting to both a bump and normal map using GIMP, on page 21 towards the bottom. A few members posted some alternative software on the next page for normal map creation as well, if memory serves. Should get you started at least!
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I love using normal maps. There are times when I'll slap a normal map onto my background images. Most of the time the 3d effect is rather slight; but, there are times when it is very pronounced. I use PixPlant which is a PS filter for making normal, dsp and spec maps. It works pretty good but is kind of pricey.
awwww man.. my extreme lack of patience is not helping matters... mobo yesterday, case today... according to ups tracking the rest of my parts were still in pennsylvania as of 6am this morning. looks like tomorrow is going to be the build day. oh well.. at least i can get the mobo mounted in the case and my chassis fans installed.
What I do to create a normal map is, I take either the diffuse texture or the bump map into GIMP. If it is the diffuse, I then run the Normal Map plugin (not included, but available online from here). I usually choose Prewitt 3x3, as it doesn't make it over powering. Prewitt 5x5 makes it pop more, but it can look pretty fugly, too. The normal map tutorials I've seen also mention using the green channel when using the original texture.
If it's the bump map, I first invert the colors (colors->invert), then I run the normal map plugin with the same settings as before.
Quote - This one I just let run over night. I'm restarting it since I accidently picked the wrong normal map for the boots. It does, however, demonstrate the power of normal maps.
What I do to create a normal map is, I take either the diffuse texture or the bump map into GIMP. If it is the diffuse, I then run the Normal Map plugin (not included, but available online from here). I usually choose Prewitt 3x3, as it doesn't make it over powering. Prewitt 5x5 makes it pop more, but it can look pretty fugly, too. The normal map tutorials I've seen also mention using the green channel when using the original texture.
If it's the bump map, I first invert the colors (colors->invert), then I run the normal map plugin with the same settings as before.
I usually use crazybump and work with the diffuse map. The bump map doesn't work as good and I can't sharp texture with it. I learned after a lot of trial and error how to adjust the settings to get the type of texture I want .
Crazybump is a great program to use and it easy too.
There is a video tutorial on ytube on crazybump. It shows how to use the settings for normal maps
Quote - So, this is only at 35 samples right now (single sun, ran it for 3+ hours at 2880x1680. Smaller would have been much further along). The glass on the car isn't showing up like I want it to, the glass in her glasses on her face isn't showing up well (yes, there are a pair of glasses a car, Doc/Bob). They are set to architectural, with a reflection color of a gold-ish color, and white transmission. I'm trying to get a good semi-mirrored (i.e., mirrored, but transparent, so that there is a fair bit of reflection) look on both.
Any comments/suggestions?
BTW, the Porshe model is availble from here in the freebies:Porsche
I have run across the same thing lots of time when working with glass.
Also check your alpha channel in Reality. If you go into Reality and the surface is read from Daz as Matte when you convert it to glass it leaves the Strength of Opacity setting down around .40 instead of .99 or 1.00
I did this picture with normal maps on her outfit.
I always use the diffuse jpg. so I can get a clean, sharp texture.
I went into crazybump and adjusted the intensity 99. Got rid of the Shape recognition and the very large detail. Then I set the very fine detail to about 15. The fine detail to 50 and the medium to 50.
Attached Link: Peter & Olivia
I have had to set the glamour hair to matte to avoid red blotches it still looks okQuote - I got this in the oven.
Looking good so far, but here's my quick critique:
Is the armor running any sort of maps? It looks like it needs more definition, as the textures are fairly flat. Not sure if anyone else caught it, but is the shadow falling across the foot the result of something off screen? The rest of that leg has a nicely definied shadow, then ends with the jaggy.
And for my next question, how the crap does everyone keep getting those sun flares in-render?? I've tried several settings in the lens effects and haven't gotten one that crisp to date.
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Quote - > Quote - I got this in the oven.
Looking good so far, but here's my quick critique:
Is the armor running any sort of maps? It looks like it needs more definition, as the textures are fairly flat. Not sure if anyone else caught it, but is the shadow falling across the foot the result of something off screen? The rest of that leg has a nicely definied shadow, then ends with the jaggy.
And for my next question, how the crap does everyone keep getting those sun flares in-render?? I've tried several settings in the lens effects and haven't gotten one that crisp to date.
Good eye....I hadn't caught the jagged edges on the boot. I had the same problem and with the help of mbinz I was able to figure out it was caused by the intensity of the sunlight or light hitting the surface. I make adjustments to fix that problem but sometimes if its not too bad I just use Photoshop to blur the edge of the shadow.
Quote - Now that you mention it I see it too. I'll try an other angle for the sun or use the diffuser.
But if I use the diffuser I lose the sharp shadows :/
Thank you superboom for letting me know :)
That's what I'm here for ;-p
On the jaggy issue, are you running Lux RC3 or 4 by chance? I had a lot of anti-alias issues with RC3 with certain shots like yours. Framed nicely, good focus, but the legs (the outer edge on a thigh in particular) always looked like a bitmap image in zoom. Haven't encountered it anymore since the newer 1.0 was released.
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I'm not crazy, I just quit smoking 2 days ago and going nuts. Just a few weeks to go...
Anyway...I use Luxrender 1.0.
Here is something I cant figure out and it shows in the render too. Thats why I tried to push more hair on the ears. Checkerboard ears. The weird thing is that it looks fine in poser.
Quote - hehe I wanted to press Post reply and ended up shutting the PC. I dont know how I got into the Startmenu.
I'm not crazy, I just quit smoking 2 days ago and going nuts. Just a few weeks to go...
Anyway...I use Luxrender 1.0.
Here is something I cant figure out and it shows in the render too. Thats why I tried to push more hair on the ears. Checkerboard ears. The weird thing is that it looks fine in poser.
That would be the lovely effect of a UV map poking through. You can see it on the left shoulder also. I sure hope that's not on the texture itself. Check to make sure the diffuse and opacity channel is at 100% for all the skin textures. If it was made for Poser, the MAT files sometimes go wonky. In the very rare chance it's a trans map issue (can't imagine why someone would do one on skin, but strange things do happen!) check the opacity on all the surface maps by sliding it back and forth for the effected areas and see what happens. It's a pain, but easy troubleshooting.
Best of luck! Interested to see the final reason for the faux pas
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The longest, slowest render ever! And I have no idea why, can't find any reason for it among all the usual suspects. So I give up and here it is.
I realized we were 6 days into October (when I started this render we were) and I hadn't done any horror themed stuff. So nothing but horror from here until Halloween.
Quote - > Quote - It is the sun.
Even with the change in lighting, I like this image, although it might benefit from a mesh light on the face. Great scene!
I just turned off the sky to see if the sun was the culprit. I will turn it back as soon as I figure out whats the problem with the shoe.
Looks like I found a workaround. I subdivided the shoe in Studio and so far no jagged shadows.
Mousso,
I suppose the one obvious idea that escaped me earlier would be to try another character skin and see if the issue is limited to the one character.
If so, texture problem. If not, settings problem :-)
Beyond this, I would suggest to see if you have a random shader set on the skin that isn't present on your other textures. Awhile back, I had a test character look like it's head exploded in Lux but rendered fine in Studio. It took me a few dozen renders and material checks to finally figure out that I was a complete clot and missed a displacement map.
On the other hand, if you're running Studio 4.5, well, good luck to 'ya! (By my own admission, I haven't upgraded beyond 4.0.3.47 for various reasons. I may, eventually!)
Good deal on the shoe fix though. I use SubD and mesh smoothing a lot more than I used to, which may have subsequently fixed my jaggy issue by random coincidence. Whoops!
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Quote - Three point lighting, pin isn't working with 'Limits off' so the pose is a bit wooden.
I think one of the main fails here was the focal length/ distance from the suject.
Depth of feild should have been deeper and camera should have been closer.
But that would make anything closer to the camera appear too large.
Quote - Mousso,
I suppose the one obvious idea that escaped me earlier would be to try another character skin and see if the issue is limited to the one character.
If so, texture problem. If not, settings problem :-)
Beyond this, I would suggest to see if you have a random shader set on the skin that isn't present on your other textures. Awhile back, I had a test character look like it's head exploded in Lux but rendered fine in Studio. It took me a few dozen renders and material checks to finally figure out that I was a complete clot and missed a displacement map.
On the other hand, if you're running Studio 4.5, well, good luck to 'ya! (By my own admission, I haven't upgraded beyond 4.0.3.47 for various reasons. I may, eventually!)
Good deal on the shoe fix though. I use SubD and mesh smoothing a lot more than I used to, which may have subsequently fixed my jaggy issue by random coincidence. Whoops!
Attached Link: Crash scene 2
> Quote - **bobvan** > > ** > **I like the sci fi one. You must have lots of converted lights in there. > > ** > **
Thanks only the cockpit panel lights are converted the outside city is actually a high res pic off the net the rendred part is the cockpit & characters. All blended in PS
Here's close up in the crash scene
Bob, some LIE Wounded Pack presets have hi-res texture versions, use that. I would recommend that when applying a LIE preset, you select the affected material on the surface pane, e.g. SkinTorso, put the cursor on the Diffuse section so that a popup appears giving you the filename. Then click the button and select Browse. It should open where the tiff is saved. Right-click that file, select Copy, browse to a different folder and select Paste in that folder. Reality should pick the new location up. The reason for that is the tiff files are saved in the temp folder, and they get recreated each time you load the scene. Most of the times the filename stays the same, but it is possible that a new name will be generated. That will then give an unable to open file error in Lux when rendering. Using tiffs are fine.
Quote - I just assemble my scenes in DS and for that 4.0.3 is perfect.
Ah, an optimist!
In the sarcastic words of Jamie from Mythbusters, "Well! There's your problem!"(normally said while holding a piece of shrapnel from whatever that had just blown up)
OT completed.
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Quote - Bob, some LIE Wounded Pack presets have hi-res texture versions, use that. I would recommend that when applying a LIE preset, you select the affected material on the surface pane, e.g. SkinTorso, put the cursor on the Diffuse section so that a popup appears giving you the filename. Then click the button and select Browse. It should open where the tiff is saved. Right-click that file, select Copy, browse to a different folder and select Paste in that folder. Reality should pick the new location up. The reason for that is the tiff files are saved in the temp folder, and they get recreated each time you load the scene. Most of the times the filename stays the same, but it is possible that a new name will be generated. That will then give an unable to open file error in Lux when rendering. Using tiffs are fine.
I know how to select and find surfaces just just copy the texture file to a new folder ? Sounds easy enough many thanks! If diffuse does not take you there there is always the good ol file list
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Hi. I'm unlucky with normal maps. While displacement is a resource hog at least I can control it. Not the normals. And for some reason it doesn't seem to work either :/
The top is with displacement, bottom is normal map. It should look somewhat bumpier.