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© 2025 Daz Productions Inc. All Rights Reserved.
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The little bluish light on the side of BB8's head is set up as an area light, so it is actually casting light. The floor being fairly reflective is really picking it up.
I
3delight. 
Wowie: BUT ITS SO UNREALISTIC AND ONLY GOOD FOR CARTOONS.
/joke
Yeah. ;)
Linwelly: Does the glow project to create that effect, or is that actually a sphere or something embedded in the ground?
There is an area light flat on the ground with a transparency map in the opacity giving it the labyrinth lines ( I still have the impresseion that should give more light, as it did in my lab conditions, but meh) I added a linaer point light hovering over the center of the Labyrinth. The glow comes from two primitives, a torus and a Sphere set onto the the area light, with the shadow opacity on zero and the attenuation on 4. In the render settings I set the "cast shadows to off for both primitives and the area light.
Yeah...that's why it's used in a number of non-animated feature films...
lol. na, 3delight is not all that great for movie FX, just silly BB8 vs Derelict renders. lol.
Honestly, Those are really good renders Wowie, Linwelly, and MJC.
http://www.3delight.com/en/index.php/projects
Anything from 2015? or is Hollywood migrating to Iray as well, lol.
(EDIT)
By the way, that is the biggest reason I have not been all that 'gung ho' about the other engines available for Studio (no offense intended). Name a single blockbuster film done in Lux Render, or Iray? I can think of a few using Renderman (tho connecting it to Daz Studio may be a tad tricky), and many others using 3delight.
(Some what dated today)
http://www.fxguide.com/featured/the-state-of-rendering/
Hmm, Jurassic World for starters. Chappie too. Newest one in 2016 will be Deadpool. Gotta watch that one. At least I think so, since Image Engine did some of the shots. There's also Point Break, and The Revenant. Although I love 3delight, the biggest three renderers used by VFX shops and studios area Renderman, Vray, Arnold. I'd say 3delight comes after that, but not that far behind.
3DL is used a bit more than that, though...outside the US. It is probably bigger in the India/Asia market than in the US. It is also somewhat popular in Europe, but not quite as much as Asia.
I guess that dose give me some incentive to go and rent Jurassic park is scary in the dark, lol. After all, it is not like there that far off with there not so dead ringer of an ancient turkey. Not that I would fancy trying to stuff it, actually I think it would stuff me.
http://www.bbc.co.uk/programmes/p00cjj15
Chappie was a good one. Some resemblance to another robot on tracks movie from years past. The VFX was good.
You forget Japan.
Paolo is based there, I think. Got a look at multiverse recently. Pretty neat if you're doing Alembic stuff. Currently supports 3delight (of course) and Arnold.
Japan definitely (Paolo for sure, and I think Moritz Moeller also did a lot of stuff in Japan back then), and believe it or not Russia =) I don´t know specific names/projects (no local Image Engine caliber studios), but I have come across quite a few mentions in the "serious 3D" websites of RuNet over the years, and Victor one of the devs is also from here BTW =)
Isn't LuxRender more of an open source archviz tool rather than a production renderer?
This is PRIME =D Love it!
BTW how many _different_ BB8 meshes are there? I have two Poser-ready rigged ones, from TruForm and Vanishing Point; do you think they are different from the BlendSwap one?
Great work =)
I don't see one listed at VP, however there is one at Renderosity, and another at inLight. There is distinct differences between the three of them (outline thicknesses, and the stuff on the head) including the BlendSwap one. Also the underside of the head where it contacts the body is at different angles and shape on the three of them.
Time to look at a reference or two. I think whatever one is closest to the ones in this vid may be the most accurate.
(The imbedded vid is not my doing, it was supposed to just be a link)
Here is the link for you. http://www.vanishingpoint.biz/freeitemdetail.asp?FreeItemID=737
Thank you very much. All in the search, BB-8 not BB8. And a tad bit of not looking at the fine print on my screen, lol. The one at Rendo is the 'TruForm' one, and here I was still looking for the 'TruForm' website, oops.
All four appear to have subtle differences in shape and details, and they all look really good. To keep myself from getting into nitpicking something from a movie I'm guilty of not seeing yet, there is a star wars thread over yonder, and I'm sure the creators also look and exclaim "Oh I missed that there", lol.
http://www.daz3d.com/forums/discussion/comment/1015150/#Comment_1015150
Thank you shadowhawk1, and that is a really nice render MJC1016.
(EDIT, changed link to my post over yonder).
I know the Vanishing Point and Blendswap ones are different...I have them both.
The Blendswap one was mostly to practice rigging with.
I have to say, playing with EZ Fog on AoA atmospheric cameras... holy poot, it makes godrays and similar SO much easier.
Namely, the ability to only select certain light sources as foglights cuts down so much on the interference you get from other lightsources that really made Iray fog such a PITA to deal with.
Thank you, Zarcon & Mjc! The "inLite Studios" is the same vendor as "TruForm". Confusing, I know.
Yay awesome, you discovered the beauty of the EZ camera! :) Now if only we could get some sort of a "pressure group" to persuade DAZ to add the category control to the UberVolume shader. It's a trivial edit, it's just that only the DAZ devs have access to the source code...
That WOULD be nice.
Here's what I was just working on: http://willbear.deviantart.com/art/Winter-bear-hall-591418715
But, yeah, I had such a problem in Iray. If I brought up the light levels in shadow too much, that light catches on the fog/haze. If you brighten the exterior light too much, it blows out. So you have to juggle all of that AND tone mapping... ugh.
It's not really an Iray or 3DL problem, so much as a limitation in Studio. Particle volumetrics/OpenVDB solves most of the issues...it's like trying to build fine furniture with a high heeled shoe, a butter knife and a pocket knife as your woodworking tools.
Another possibility, that may explain some of the things missing in the PC version of all this VFX stuff, in the most general of terms (not just fog, or some other specific thing).
VFX shops have mainframes, massive clusters, and render-farms to doo all of those cool effects. Most people only have a single PC (or less) with far less capability, and it becomes a choice. A choice to include something that takes a PC days to do, or trim it down to something that dose not take as long for a PC to use. And it is an ever evolving process, where there is stuff a PC couldn't do ten years ago, that it can now do in less then a second today. And even then, it's a mater of including the effect without breaking older stuff. Some times adding the new (like UDIM on G3F/M) is incredibly difficult to make the older stuff (Gen6 mats and before) work with it.
The Omni Uber Shader included in studio was made when? How much RAM did a PC have back then? Was multi core processors common in PCs back then? Just last year, I had difficulty finding 32GB (4 x 8GB) ram to drop in this PC, today I could drop in 64GB if I had the money.
And more importantly, How many products today, would adding the new surface tab effect break? Daz is already in the twenty-four-thousands for product numbers, how many of them would adding a setting in Studio break. My self included, going threw every single surface on a figure to set a map back in a particular channel is tedious and not enjoyable, especially when it was something I paid for. Generally, people expect stuff that costs money, "to just work" without extra hassles.
OpenVDB is specifically designed to lighten the load of doing volumetrics. It is a much lighter and efficient way. 3Delight has had support for it for quite some time.
Adding new things to the base shader won't break what is already there, it just won't be 'active' if there isn't anything set for it. Just like using the UberSurface shaders...if there are no SSS settings on the item you are converting, there won't be any afterwards.
The whole point of these advances is to make them much more usable on a 'normal' computer.
There is really only one version of 3Delight...Daz gets the same thing the big studios get...it's just having ACCESS to some of those features in Studio that is difficult (not quite impossible...and even less so on the dev side of things...they have access to things that can't be done easily without being able to 'turn them on' at the source code level of the UI, first).
Assuming, the setting is made to behave that way without adverse effects on all the other stuff (dimmer or less saturation). Then again, some times you still need to go threw every single surface to put the maps back into the Gloss channels and reduce the Reflection back down from 100% intensity, just to keep teeth from glowing and eyes from doing the Goa'uld effect. lol.
Ah, a tad more. oops. I suspect that last paragraph has to do with the nature of 3delight as a business, vs the 'freely available' nature of Studio. Would major VFX shops purchase 3delight, if they can just use Studio. I doubt it, and I'm sure what is included in Studio must be agreed upon when Daz uses a newer version in the latest Studio release.
I agree that some stuff, I am eager to have, especially if it makes using some 'HD' stuff less painful. Ray caching in my test chamber for that reflective floor, why is it not here already, lol. More advanced IOR and fresnel(sp?) stuff added to pre existing shaders, I'm not so sure about, I can comprehend that messing with a lot of different metal and glass/water/gem shader products.
There is another point of view as a user of Studio, that I think gets forgotten sometimes by others. And it is most potent in a discussion from some time ago in the Iray skin thread, and an unrelated Christmas render I did some time ago.
Before the above render, I was use to Wachiwi and Eve, that had a FPT (Face Plant Time) less then a minute. I was trying to get the hair and cloths to match the colors in Zayla's makeup. I couldn't just use someone else's skin mats at that point, and the clothing as well needed to be the final shaders. Low and behold, welcome to the world of make an adjustment, then walk away for a few minutes. The process dragged out so long, that I never had time to make the follow-up scene before the end of the month. Now granted, three minutes of nothing is not that bad, it is just painful. Then the advent of HD figures came along, and I have just never done matching colors again.
I just don't even want to try to adjust lights around for some of them, there that bad. Tho the way Iray fills in highlights and shadows, the wait for each adjustment is not much better without a Kill-a-watt-hog Graphics card. I have a GT-730, and it's driving two monitors, so I'm rather limited there, lol.
In that other thread, I had mentioned how some HD stuff is painful to set up scenes with them interacting with stuff, and a mutual misunderstanding led to a funny chat. I may get a small simple box and one light rendered in an hour and change, and some one else mentions that they have no problem in (Whatever Mudbox is) with the ultra high detailed figures and are getting about two frames per second. (blink, blink), I thought Mudbox was the scene or a Iray benchmark thing, and I start asking what kind of computer was being used to get two Iray renders per second, lol. Forget about Mudbox, that particular program is of little importance, the fact that mudbox is NOT Daz Studio, and the two frames per second was not Iray renders is much more critical.
You know, just because you may be blessed with the fastest mainframe on the planet, and you can easily and quickly interact with your product in another program, dose not imply that it will be usable at all to the rest of us mere mortals using Daz Studio on our PCs. lol.
As Kettu and MJC1016 know, I have been going threw each 3delight shader property (Daz Default, Omni, and AoA), looking for any link to the Face Plant Time of the shader, and I have not been able to figure out what is causing the impossible to use HD figure Face Plant Times as of this post. There are a few ideas floating around, tho there is also a few other things to try, and at around fifteen minutes per render on a simple cylinder, the testing will take some time.
Basically, the only features that are locked in Studio's 3Delight are the same ones locked in the free standalone 3Delight. So, no...that's not it. And basically, for the standalone...that's a core limit and no network rendering. The paid license has unlimited cores and networking....and a much quicker update schedule (plus a ton of support features...not quite, but almost a direct line to the devs).
It's the simple fact that most of the features and ways of accessing them, in Studio, are stuck at about 4 or so MAJOR versions of 3Delight ago...there hasn't been a major update on the 3Delight accessibility and 'feature set' for it in Studio since before Studio 4 (or before 3Delight 9...which was around the end of the Studio 3 timeframe). There's a large chunk of things that need to be done in ways that are much more difficult to do, because using the Studio tools to do them is impossible. Shader Builder cannot use 'modern' format shader code...it won't accept it. There are ways around it...like creating a 'dummy' shader with all the settings and then letting SB create all the support files to get it usable in Studio...then replace the actual compiled shader with the 'real' one, compiled by the shader compiler in bin folder in Studio's install directory (that's for version matching purposes)...or even compiled by the RSL Editor that is included in Studio (doing it with the RSL Editor, by itself, means you need to create all the support scripts by hand, too...but that's another story). It's kind of like trying to write a modern 64 bit program on a Windows 98 era hexeditor....it's not entirely impossible, but it sure is a hell of a lot easier with the correct tools.
The vast majority of those 'shader' products aren't...they are presets for an existing shader that won't be affected. Just because a shader is added doesn't mean the old ones stop working. There isn't much sense in adding a new fresnel calculation to a shader that doesn't use it in the first place. And even if you did...you could do it in such a way that the defaults for the new feature are 'off', so that old presets that don't have settings for it won't be affected. Over the years, features have been added to the DazDefault surface without breaking the old presets for it (the removal of the skin' lighting model a while back and the return of it recently are a good example).
And that isn't even touching the next big thing...OSL. 3Delight is moving rapidly to using OSL (OpenShadingLanguage). The current version of 3DL...including what is in Studio has full OSL support. So if you want to talk about 'breaking' all the old presets...that's what will do it. (No more so than Iray does, though...possibly less, because you can write 'wrappers' that will call the OSL equivalent shaders, for the RSL ones they are replacing...but that's another side story...or even directly convert some RSL shaders to OSL). But guess what...Shader Builder doesn't recognise OSL, either....
3DL has pretty much, also, moved to a full raytracing/physically plausible model...and has for a few years now, yet all the included Studio stuff is still 'old school'...deep shadowmapping has nearly been depricated in 'mainstream' use of 3DL...but yet, it still crops up here. Even though it has technically always been broken!