3D-Daz Daz3d Art - Show Us Your DazSkill

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zramcharan

Member
Aug 18, 2018
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'Blind Girl', reworked and rerendered to get more of what I was aiming at first time around:

(still trying to get the whole post-processing chain under control)
how did you get the nipple jewelry work done? post work or was it an asset?
 

epw14

Member
Jun 28, 2017
320
2,749
how did you get the nipple jewelry work done? post work or was it an asset?
It is: , but it's designed for Poser, though it's just a set of textures working on the specular/glossiness PBR model, so all I did was (off the top of my head):
  • load all the textures into GIMP and shift the x,y position of each one to 49,205: this aligns the 'body jewels' almost perfectly over the Genesis 3 nipple UV area (it's very close / could easily be shifted for the G8s)
  • fill in the background voids with color left by shifting the x,y positions, and save out to pngs (non-transparent)
  • create a geo-shell around the Genesis 3 model and set the shader model of the shell to Iray Uber base
  • Set the cutout opacity for everything, except the torso surface, to 0.0 to make it transparent
  • load in the textures into their appropriate areas for the torso shader
I also messed around with the displacement and dual lobe specular controls to make it more pronounced and shiny (with the displacement, make sure you have the min value set to 0.0, or the jewels will clip through her breasts [though that look could be useful for a more 'ragged' look]).
 
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MezaKu

New Member
Feb 13, 2018
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I'm curious, where the light is cutting into her skin, is that a photoshop effect or did it render that way in Daz. It's a cool effect, I just didn't know if it was post production work or rendered that way. Cool idea. Cheers mate!
Thanks!

The light comes from the HDR background I was using. Just positioned the character and it rendered like that.
 

Evic

Member
May 25, 2018
205
2,067
This is going to sound really fucking stupid, but I love the grass.

I haven't invested in any ground textures yet but if you have any suggestions, I'd love to hear them. This is a fantastic render!
Sorry, I was on vacation in the wild west without reliable internet for most of the week.

The main scene is from the old barn:

With some filler grass stolen from the red rock canyon:

You can lay down multiple copies of the grass from either to get the right density. For that image I started with the pre-load from the old barn, created an extra instance of the first of the grass objects and moved it around a little to fill in some empty spots and then I tossed in a couple of the river grass assets from the red rock canyon to add a touch of variety in the grass since they are a thicker bladed grass with a lighter green color.
 
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Evic

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May 25, 2018
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Ok, I'm planning a scene where one character wearing dforce clothing is sitting on a couch, while another with dforce hair is laying on the couch, using the first character's lap as a pillow. My question is should I try the dforce sims in one go, or do multiple steps?
It's preferable to work in "layers" since dForce can be finicky and crash a lot. How you work in layers depends on the scene. You will also want to get in the habit of using the animation timeline, NOT the included "render from memorized pose" feature.

A good rule for dForce is to set your timeline to 51 frames, place all objects & characters in the scene at frame 0, put them in their starting pose at frame 0 and their final pose at frame 30. This allows you to manually adjust the transitions between frames 0-30 to fix weird or unwanted behavior. Simulate the entire animation range for most scenes, then cycle through frames 30-50 until you find the one you want to render with. This is a HUGE help if the pose causes dForce clothing to do "inside" something that you need it to interact with since you can MOVE the model using this technique, starting from a memorized pose uses the character's final position as the position for the memorized pose. A simple pose like lying down can be the starting pose with the character simply raised off the surface for the simulation start to get their clothing to drape how you want it.

This gives you the ability to do cool "tricks" to get around some of the inherent problems with dForce. For example... underwear. For this you can set the underwear's scale to 50-75% in frame 0 and 100% in frame 30, this will cause the underwear to "expand" beneath the dForce clothing, pushing it out and eliminating poke-through you get when hiding the underwear from the simulation and dForce clothes "sticking" to the underwear when you don't hide it from the simulation. You can do similar things with the scenery, accessories, footwear, etc... be creative :)

Another key with dForce is to ALWAYS "hide" complex objects from the simulation that aren't needed (display settings for individual objects, turn "visible in simulation" off). Especially things like fibermesh eyebrows, eye lashes, jewelry and hair. You can also hide all scene objects that the simulation doesn't need to interact with. In your example, the walls, floor, lights... everything except the couch really can likely be hidden from the simulation without affecting the results. I like to leave them visible so I can see which parts of the final simulation are visible to the camera since many unwanted effects probably won't be seen in the final render therefore you don't need to waste your time fixing them. This also help me spot items that probably should be used in the dForce simulation that I had previously hidden.

To simulate in layers you have to think about what will interact with other simulated objects. For example consider the case of a dForce dress worn beneath a dForce jacket. Simulating both at the same time can get messy or cause one or both to "explode" when the simulation fails. To solve this you simulate the dress first with the jacket hidden and then go into the dress object properties and freeze the simulation (don't hide it). Then, adjust the jacket as needed to be entirely "outside" the dress and simulate the jacket. Rinse and repeat.

As your simulation gets more complex the simulation time and chance of failure increase dramatically, keep that in mind and try to keep it as simple as possible. Also, don't be afraid to cheat and use simple primitives for the simulation. A simple plane primitive placed, scaled and textured properly will look the same as a more complicated skirt with a fraction of the hassle.

Hope that helps. We could start a whole thread just to "Daz3d - Show us your dForce skills" really :)
 
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RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
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Sorry, I was on vacation in the wild west without reliable internet for most of the week.

The main scene is from the old barn:

With some filler grass stolen from the red rock canyon:

You can lay down multiple copies of the grass from either to get the right density. For that image I started with the pre-load from the old barn, created an extra instance of the first of the grass objects and moved it around a little to fill in some empty spots and then I tossed in a couple of the river grass assets from the red rock canyon to add a touch of variety in the grass since they are a thicker bladed grass with a lighter green color.
Excellent work. I'll definitely pick those up. Having worked with those before, you think it would be possible to adjust the height of the grass by dropping it partially below the ground plane? Just curious because I could find a lot of uses for this.
 

ravenhawk

Member
Jul 2, 2017
332
443
Added a few more details and changed his hair. Also remembered to save the camera this time, but I need to adjust it's angle to match the previous test. Smaller dimensions so it would go faster. Render completed when it hit 5000 iterations. Should I double the iterations?
Couch test 3.jpg
 
5.00 star(s) 12 Votes