ENGLISH BULLDOG - A BULLDOG - AN ENGLISH BULLDOG

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Comments

  • HaruchaiHaruchai Posts: 1,980

    Artini said:

    ... and the render of the same scene after dForce simulation.

    Not so much change, but anyway...

    I downloaded both images and did a flick test in my image viewer. You're right the difference is minimal at best. There appears to be no movement at all on the face and legs. Not sure it's worth it for that particular pose depending on how long it took to simulate.

  • ArtiniArtini Posts: 9,723

    Haruchai said:

    Artini said:

    ... and the render of the same scene after dForce simulation.

    Not so much change, but anyway...

    I downloaded both images and did a flick test in my image viewer. You're right the difference is minimal at best. There appears to be no movement at all on the face and legs. Not sure it's worth it for that particular pose depending on how long it took to simulate.

    The simulation is very fast, but do you think it looks better, after dForce simulation?

     

  • HaruchaiHaruchai Posts: 1,980

    Artini said:

    Haruchai said:

    Artini said:

    ... and the render of the same scene after dForce simulation.

    Not so much change, but anyway...

    I downloaded both images and did a flick test in my image viewer. You're right the difference is minimal at best. There appears to be no movement at all on the face and legs. Not sure it's worth it for that particular pose depending on how long it took to simulate.

    The simulation is very fast, but do you think it looks better, after dForce simulation?

     

    Not really, all it does is it changes the shading pattern on the back and sides a bit to my eye. Differnet poses/situations may benefit more.

    I've done a screen capture of the flick test as a video so you can judge for yourself.

    https://drive.google.com/file/d/195LkS_HyuGFEIMpfVeOg5u6QSPuST8nr/view?usp=sharing

  • mwokeemwokee Posts: 1,275

    Here's my problem with Baxter. The portrait image shows the orignal image rendered at 3500 pixels the long way. Looks fine when shrunk down but the insert shows the actual size and it becomes distorted. This is because the PA did not consider large, closeup renders. The second image shows Baxter looks great when not used as a closeup but this limits what I can do with closeup and large pixel renders. PAs are gurus with 3D software but they lack real world experience when it comes to producing sellable artwork.

    Actual Size Issues.jpg
    541 x 669 - 313K
    Baxter Gets Away.jpg
    627 x 524 - 97K
  • blazblaz Posts: 261
    edited February 2021

    Did some test today. Environment is default sun-sky with Burn Highlights at 0,2 and Crush Blacks at 0,15.

     

    The first is default Baxter. The scene uses 1,4 GB for geometry.

     

    In the second I changed "PR Interpolation Segment Length" to 1. The scene uses 300 MB for geometry.

     

    In the third I raised Additional PR Hairs Density (cm^2) from 50 to 80. The scene now uses 462 MB for geometry. I could raise the density some more but I'll probably make a map to add more fur just to the parts that are lacking.

     

    With the fourth I played around with "Scale" in the "Image Editor". I have no idea how or why it works but I like the effect. It works best on darker fur if you want a bit of shine. I usually just change the Scale of "Tip Transmission Color"

    If someone has any input on this it would be appreciated.

    Here is what I used:

    Root Transmission Color: 1,25

    Tip Transmission Color: 1,5

    Hair Root Color: 1

    Hair Tip Color: 1,25

    Hair Root Highlight: 1,5

    Hair Tip Highlight: 1,75

    Edit: and the images don't work. Is there a thread "DAZ forum for Dummies"?

    1.Test.Baxter.Orig.jpg
    2560 x 2048 - 1M
    2.Test.Baxter.IntSegLength.1.jpg
    2560 x 2048 - 1M
    3.Test.Baxter.IntSegLength.1.Density.80.jpg
    2560 x 2048 - 1M
    4.Test.Baxter.IntSegLength.1.Density.80.Scale.jpg
    2560 x 2048 - 1M
    Post edited by blaz on
  • Catherine3678ab said:

    Many poses even for the humanoid figures do not affect the face unless that is their specific job. The poses are made [hopefully] in such a fashion that they do not affect facial expressions. One might have "character" in their figure via their expressions, applying any body pose to them should not mean one then has to keep repeating the face poses.

    For the Bulldog, with the Head select: on the Parameters Tab, under Pose Controls > Head > Expressions: Happy HD, Panting, Yawning are helpful. Also under Pose Controls > Head >  Mouth Howl => will make the jowls a little larger. Some of these may have come with certain of the breeds, I don't recall.

    Bulldogs often have their mouths open, tongues rolling ... if off to the side, means they are thirsty. I used to call my bully's mouth the Grand Canyon. He had a very big mouth BUT, as with all bulldogs, had a very small throat. Could choke on items the size of a walnut.

     

    Thank you :)  I had assumed dogs were different (shows I'm still a noob at all of this) and never thought a dog would have expressions DUH! blush

  • Catherine3678abCatherine3678ab Posts: 8,402
    edited February 2021

    nm

    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 8,402
    edited February 2021

    nm

    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 8,402
    edited February 2021

    nm

     

    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 8,402
    edited February 2021

    nm

     

    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 8,402
    edited February 2021

    nm

    Post edited by Catherine3678ab on
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