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I should say that the current version is not an overlay of the smoke, it is instead a color dodge, which is why it looks blown out. I tried dialing it down but I liked it blown out better.
Great example!
Thanks for the png. What is a "grid"? Are you talking about a plane?
Thanks for those explanations.
Your render has an air brush softness to it. Very impressive. Headwax said it was one of his favorite renders of yours, and I agree.
However, the smoke effect you use kind of shocks the eyes. To me, it doesn't fit the dreamy airbrush style.
Then again, we all don't see things the same way. :)
Thanks HW, for the comments, and for the 2 Gig reminder. :)
I hated getting to one gig. At that level, you have to be very patient and let Carrara finish each task before doing something different. Otherwise, it will crash. Towards the end, save times were almost 10 minutes!
I tried to reduce the morphs (the two G2 knight figures) using Alberto's tool, but it didn't make hardly any difference. Maybe the laird (G1) was the problem.
in the vertex modeller an inserted plane is a grid with definable parameters
as opposed the the primitive plane which when converted to other modeller has only 2 polys
Oh jeez, how could I forget that? Thanks. :)
Here is yet another smoke version. I took the orignal composite with 'shatter/blur" smoke and put that in the backdrop of carrara. I put the 2-smoke column image on a plane in the channles for color / alpha / bump, then reduced the bump and rendered out a version with the first smoke column. Repeated for the second smoke column. I overlay the two smoke versions over the original mixing in some of each smoke. Hopefully better.
I appreciate all the constructive feedback.
~ +1 yeah , sure does _
~ pretty good ~
no probs... as Wendy said..
Entry Thread Closes Sometime on Thursday, 15th October 2020
which will be sometime Friday Australian time... probably around 4pmish time when we feed the kangaroos.
or whenever the last time in the world ticks over to the 16th!
I wonder where in the world that is
If we reach the point where too many suggestions get counterproductive, just let me know.
The new one looks better to my eyes. Maybe have the smoke more white?
Also, I would like to see the genie "emerge" from the smoke, much like what Stezza said a while back:
~ and Thanx kindly ~
Wow Headwax, awesome! So...layered upon layers... Very striking
@DesertDude - that's another classic image, love the colour saturation - and even how well structured the instances tab is!! Goya nevere looked so good.
Thanks Headwax for the nice comments
I hope we get to see the final version - landscape and scene elements are looking great.
Fantastic scene UnifiedBrain! The DOF definitely helps the characters 'pop'. When you say 'and also blurred some objects' did you use Carrara's native Blur for objects under Effects Tab?
Great lighting! Nice subtle reflections on the floor.
Your compostion is fanatstic as well as the figure poses. Beautiful work!
Looks great Diomede - thanks for the explanations (and the canteen!)
That effect looks friggin' awesome Stezza! Thanks for the explanations.
Plus...nice sky in the background. Dramatic - the good kind.
I'm pretty sure this will be my final entry. (click for larger)
Since the last WIP post I added:
A Surface Replicator with some simple stones I made. I made a duplicate of my Terrain object and converted to a Vertex Object. I then selected polygons around the snails to my liking, inverted the selection, deleted those polys and what remained acted as my surface. Stones are super simple with minor variations and different Shaders. Some of the stones are real instances to help judiciously hide many things, mainly the painfully straight horizontal line that ran across the image....
I also modeled some leaves and made some plants from them, and also used them as individual little sprouting weeds. Painful slop job painting of texture maps, but can't really see too much detail anyways in the image, so...
Finsihed the flower.
I strecthed the 'guy' snail's eyes on the 'Z' axis and squished them on the 'X' and 'Y' to by more oval, using bones. For both snails I used Carrara's 3D paint to create the iris / pupils.
Gal snail has Carrara native Hair for eyelashes.
For post work I used a couple of mattes: Depth, Specular and, a custom Alpha matte of everything excluding the Voluemtric Clouds and the the actual Bi Gradient Backdrop. Why? Because I didn't want the effects to obliterate the background (...it's easy to do that on my own ). I rendered the Volumetric Clouds and the Bi Gradient Backdrop as seperate layers to further isolate them.
The Depth matte was used to drive a Hue / Saturation effect to push the background elements more blue and lighter in value. I then inverted it and used it to subtly re-warm the foreground elements where there was too much spill over. I also used it for Depth of Field effects - something with which I have little experience so not sure if it looks bad.
I used the Specular pass to isolate the spec hits for my Keylight only. To achieve that, I saved out a duplicate scene, turned off all the lights except my Keylight, told Carrara to render a Specular pass in the Render room using Multipass Rendering, then kept the Specular pass and ditched that particular 'beauty' pass.
For the 'beauty' pass I turned off ALL Highlight and Shininess Channels in all Shaders and rendered that as my 'color' pass...er, don't know what to call that, but it had no spec hits. I then applied my Specular pass to that image which eliminated all the errant spec hits from any fill lights. I wanted specular hits from one light source only since they are outside in the sun.
As usual, I learned a lot from the experience of making the image as well as everyone generously sharing their tips and tricks using Carrara. Thank you.
Cheers!
edited: to add Assembky Room screen shot and Shaders screen shot
what great info.. I just love your snails!
awesome stuff
for those who haven't finished up yet, there's still time for wips and entries but time is ticking
Thanks for the comments!
The problem with using Carrrara DOF in this scene, is that the background is not far enough "back" to get the DOF feature to give much blur. So, to compensate, I blurred everything on the back wall - including the back wall - by blurring each individual object. I also cranked Carrara DOF to the max in hopes of having enough gradual blur in the scene so the back wall wouldn't look too weird. The chair at the back end of the table is also blurred, but less than the back wall. The goal was to have a midblur point to help fool the eyes into seeing a gradual blur.
BTW, your snail render is terrific - one of your best! All of the final touches you added fit perfectly.
Thank you very much!
~ thanx very kindly _ this kind of is the Final , except the Tent Flag colour ( trying to pick colour that Stands out ) ~
_ Carrara and Blender and TrueSpace_
~ and the Final One ~
_ Carrara and Blender (almost forgot to type in) and Krita for texture on Submarine _
ENTRIES HAVE CLOSED
thanks to all who participated
VOTING HAS BEGUN
after party chit chat now begins in this thread..
chat away... any questions about how something was done, then ask away..
suggestions for making a great apple pie .. then do it here
feel like getting boned but being put off by the weight painting?.... yep, that sux.
rhubarb pie with icecream but then I get too weightmapped
_ and How does One have this Ocean/Water light rippley_wavey look ?? ~ thanx ~
The tent flag color didn't work for me (too bright) but everything else was just dandy. You significantly improved the lighting of the saucer. The circular grooves are very intriguing. Super clever title as well.
I suspect it is also a Carrara Ocean primitive at high resolution maybe even seamlessly replicated but Unified Brain can enlighten us