Show us your postwork!

KaribouKaribou Posts: 1,325
edited November 2015 in Art Studio

I'll admit this idea was sparked by another thread, but I think it's off-topic enough to merit its own topic.  When I look at some of the amazing images here, I'm often curious about how much postwork goes into an image.  And I mean that in a very complimentary way -- I'm a fan of postwork.  So, let's see it!  Show us where your workflow starts -- your "raw render" -- and then show us the final version.  I'm always a little timid about showing ANYONE my initial renders, because some of them are really quite terrible, lol.  I do a lot of layer overlays and adjustments, softening blurs, and occasional flame/magic effects, but I can't paint my way out of a paper bag and don't own a tablet.  My final images are usually drastically different from the initial ones unless I'm going for photorealism, where the render engine usually does the work.

I'll kick it off with a few:

Emergence:
   

A Light in the Darkness

 

 

emergenceraw.jpg
2000 x 1000 - 564K
emergencefinal.jpg
2000 x 1070 - 628K
lightindarknessraw.jpg
1576 x 1200 - 907K
lightindarknessfinal.jpg
1576 x 1200 - 415K
Post edited by Karibou on
«13

Comments

  • I haven't been posting much in a long time, but this sounds fun.  I'll play.

    ​A Prayer for the Dead

     

    Dark Angel.jpg
    2000 x 1672 - 1M
    A prayer for the dead.jpg
    2000 x 1672 - 870K
  • KaribouKaribou Posts: 1,325
    Ameesa said:

    I haven't been posting much in a long time, but this sounds fun.  I'll play.

    ​A Prayer for the Dead

    That's awesome!  Love the smudgy/grunge effects!

  • StonemasonStonemason Posts: 1,180
    edited November 2015

    here's an example of how I postwork my images..and the type of passes used

    the one thing I don't like about Iray is everything just looks perfect out of the box ,so there's nothing to do in post to make it better frown ,I'm sure that's a good thing, but I do miss messing with images in Photoshop

    ambientocclusion.jpg
    517 x 800 - 208K
    directlight.jpg
    517 x 800 - 141K
    zdepth1.jpg
    517 x 800 - 46K
    paintedetails.jpg
    517 x 800 - 117K
    globalillumination.jpg
    517 x 800 - 250K
    !OneIsTheLoneliestNumbxcer.jpg
    646 x 1000 - 388K
    Post edited by Stonemason on
  • WahilWahil Posts: 307
    edited November 2015

    Normally I try to get everything done within Daz Studio, but for this idea it wasn't possible so postwork was a necessity.

     

    z2.jpg
    681 x 622 - 71K
    Post edited by Wahil on
  • DennyL said:

    Normally I try to get everything done within Daz Studio, but for this idea it wasn't possible so postwork was a necessity.

    That is just really gross and really cool all at the same time.  cool

     

    here's an example of how I postwork my images..and the type of passes used

    the one thing I don't like about Iray is everything just looks perfect out of the box ,so there's nothing to do in post to make it better frown ,I'm sure that's a good thing, but I do miss messing with images in Photoshop

    @Stonemason  You really need to do a tutorial sometime or if you have point me to it.  I don't understand how or why all of the steps are done (postwork newbie), but I certainly love the end result!!

    I'll bite, though, I only have one postworked image which I did for the October newbie contest.  The theme was atmosphere.  Rendered in Iray.  Postwork in Gimp: adjusted levels with the curves tool, added a little blur to some of the fog in the background and highlighted the hood on the cape.  I just learned how to do layers while working on this project so all postwork is very simple at a beginner level.

     

    VampireInLondon20.jpg
    773 x 1250 - 386K
    VampireInLondon20-CurvesAdjustment2withblur2.jpg
    773 x 1250 - 621K
  • WahilWahil Posts: 307
    DennyL said:

     

    That is just really gross and really cool all at the same time.  cool

     

     

    devil "Below the Surface Lies the Truth"  - It was a concept for a campaign targeted towards preventing youth smoking.

  • nDelphinDelphi Posts: 1,862
    Karibou said:

    I'm a fan of postwork.

    And it shows. Gret stuff there.

  • SpyroRueSpyroRue Posts: 5,020
    edited November 2015

    @Stonemason - Theres always things to improve or add to the image of an Iray render, all the same with 3Delight and other engines laugh But I agree, certainly a lot less preparation work especially with the lighting and materials.  I still do all the same work in post: Enhancements, pokethru/distortion fixes, painted in objects/details and Special Effects such as: Atmosphere, weather, smoke, clouds and lens flares etc (Hope Daz adds iray lens flares to the options soon).

    I don't usually show raw renders of mine, but this thread was positive and very inspiring, so I ended up looking through my 'vaults' to see what I had worth showing. In order they are: Revealed (Iray), Reminiscence (Iray), Through the Blizzard (3Delight), Right Behind You (3Delight). I render a bit like Stonemason, do several render passes, most often for Depth masks, Occasionally an isolated light and sometimes (due to hardware limitations of my previous PC, or for postwork needs) I would choose to render in layers and combine them in Post.

     

    IR Revealed PWForum_SpyroRue.jpg
    1500 x 1250 - 1M
    IR Reminiscence PWForum_SpyroRue.jpg
    1500 x 1500 - 2M
    3DL KhajiitBlizzard PWForum_SpyroRue.jpg
    1500 x 938 - 782K
    3DL RightBehindYou PWForum_SpyroRue.jpg
    1500 x 3000 - 2M
    Post edited by SpyroRue on
  • nDelphinDelphi Posts: 1,862
    edited November 2015

    here's an example of how I postwork my images..and the type of passes used

    There has to be a tutorial somewhere that can give a clear path to creating the masks you show here. I did some manual and some auto-post work using Light Dome Pro-R for this one.

    I used the 3Delight snow shader inspired by one of your products (I believe).

     

    Enforcer 01 Armor Marines.jpg
    900 x 900 - 187K
    Post edited by nDelphi on
  • ChoholeChohole Posts: 33,604

    We have moved this thread to the Art Studio, as it is a more applicable forum for this sort of thread, and as it is not so fast moving as the Commons the thread has a better chance of not getting lost.

  • nDelphi said:

    here's an example of how I postwork my images..and the type of passes used

    There has to be a tutorial somewhere that can gove a clear path to the creating the masks you show here. I did some manual and some auto-post work using Light dome Pro-R for this one.

    I used the 3Delight snow shader inspired by one of your products (I believe).

    I would imagine most of the passes were created using Canvases, in the Advanced tab of render Settings with Iray as the Render Engine.

  • seeker273seeker273 Posts: 449
    edited November 2015

    I love postwork but I'm not very good at it. Here's an image I did following Laticis postwork tutorial.

     

    1.jpg
    500 x 677 - 150K
    2.jpg
    500 x 677 - 148K
    Post edited by seeker273 on
  • algovincianalgovincian Posts: 2,614
    seeker273 said:

    I love postwork but I'm not very good at it. Here's an image I did following Laticis postwork tutorial.

    Wonderful vibrant colors! Huge improvement to the raw render - thanks for sharing.

    - Greg

  • algovincianalgovincian Posts: 2,614
    edited November 2015

    Not sure whether my process falls into the category of traditional postwork or not, but here's one example of some of the render passes I produce with DS, as well as some finished images of various styles produced from the various passes. All rendering and subsequent processing outside of DS is scripted and fully automated.

    - Greg

     

    output.jpg
    800 x 1500 - 1M
    jpg
    jpg
    passes.jpg
    664K
    passes.jpg
    660 x 1239 - 664K
    Post edited by algovincian on
  • KaribouKaribou Posts: 1,325

    Wow -- I'm so glad I asked!!  This is some very cool stuff.  I do a lot of the same render passes as Stonemason (which makes me kinda warm and fuzzy, lol) but I lack the skill with "painted details" that he's shown.

    Useful tip -- if you want Z-depth layers in Studio that account for transparency, you can use AoA's fog camera (in 3Delight.)  As suggested by AoA himself suggested, just turn off the lights, make sure nothing has ambient values, change the fog color to white, and voila! Done.  I'm still not sure how to do a true occlusion pass in DS, though.  I usually just apply a plain white uber-surface shader to all materials (remove all diffuse, ambient, and specular images/colors/values but leave opacity alone), turn off shadows on all objects, and then render under a plain, white uberenvironment with occlusion.  I'll always have to apply a levels adjustment in Photoshop afterwards to "bleach it out" so that only the dark occlusion effects are visible.

    These are the passes I made to postwork my "emergence" render, plus a screenshot of part of the layers I used.  (These were all made in Poser.  I use Shaderworks' Advanced Render Settings to get all of my render passes there because the Z-depth map automatically accounts for transparency, whereas Poser Pro's native Z-depth layer does not.)  While working, there's a second document that I create (new from snapshot) once I reach a certain point in postwork so that I can flatten it, then run blurs or actions on it with trial-and-error until I'm happy.  I then flatten and copy the filtered image back to the main one for some more editing.

    emergenceraw.jpg
    2000 x 1000 - 564K
    emergenceAO.png
    2800 x 1400 - 1M
    emergenceZ.jpg
    2000 x 1000 - 53K
    emergenceA.png
    2800 x 1400 - 181K
    emergenceA2.png
    2800 x 1400 - 132K
    emergence-layers.JPG
    516 x 1043 - 70K
  • KaribouKaribou Posts: 1,325

    Oh, and I almost forgot... I did a VERY basic tutorial series on postwork.  You can find them all (plus a few very entertaining animations my daughter did using Carnegie-Mellon's Alice programming-instruction program, lol) on my youtube channel:

    https://www.youtube.com/user/karibousboutique/videos

    These tutorials cover both Poser, DS, and then the very basics in Photoshop.  And the DS videos are pre-Iray, so I use 3Delight in all of them.  But, as noted by Stonemason, most of this is FAR less necessary in Iray anyway.

  • Chohole said:

    We have moved this thread to the Art Studio, as it is a more applicable forum for this sort of thread, and as it is not so fast moving as the Commons the thread has a better chance of not getting lost.

    @Chohole  No wonder I couldn't find it this morning when I went looking!! You are a very dangerous woman for those of us who live on very little sleep and easily believe they imagined whole conversations at four in the morning.  wink

    SpyroRue said:

    @Stonemason - Theres always things to improve or add to the image of an Iray render, all the same with 3Delight and other engines laugh But I agree, certainly a lot less preparation work especially with the lighting and materials.  I still do all the same work in post: Enhancements, pokethru/distortion fixes, painted in objects/details and Special Effects such as: Atmosphere, weather, smoke, clouds and lens flares etc (Hope Daz adds iray lens flares to the options soon).

    I don't usually show raw renders of mine, but this thread was positive and very inspiring, so I ended up looking through my 'vaults' to see what I had worth showing. In order they are: Revealed (Iray), Reminiscence (Iray), Through the Blizzard (3Delight), Right Behind You (3Delight). I render a bit like Stonemason, do several render passes, most often for Depth masks, Occasionally an isolated light and sometimes (due to hardware limitations of my previous PC, or for postwork needs) I would choose to render in layers and combine them in Post.

    I really enjoyed seeing the steps you went through on the last render.  I learned a lot just from seeing how you rendered and then put them all together.  Very nice render, btw.  I would probably learned from as much from Stonemason's post, but first I have to learn what each of those first three renders do.  Although, I think I get the basic premise.  Render different elements with different lighting and then layer them all together in postwork.

     

    seeker273 said:

    I love postwork but I'm not very good at it. Here's an image I did following Laticis postwork tutorial.

    What tutorial?  Do you have a link? Huge difference in images.  I like what you did in postwork. 

  • PandaB5PandaB5 Posts: 251

    Wow Guys! Thanks for sharing your images, what you're doing in postwork is amazing.

    I'm always caught with having a natural / real looking render and wanting to make it bright because I'm partial to bright colours, but then it looks unnatural. Then I sit there forever not being able to decide...

    This is great looking at how just a little detail can have such a huge impact on the final image.

  • Not sure whether my process falls into the category of traditional postwork or not, but here's one example of some of the render passes I produce with DS, as well as some finished images of various styles produced from the various passes. All rendering and subsequent processing outside of DS is scripted and fully automated.

    - Greg

     

    Any ETA on when we may be able to play with those delicious NPR shaders?

  •  
    seeker273 said:

    I love postwork but I'm not very good at it. Here's an image I did following Laticis postwork tutorial.

    What tutorial?  Do you have a link? Huge difference in images.  I like what you did in postwork. 

    Thank you :) Here's the link to the tutorial.

    http://laticis.deviantart.com/art/LI-Post-Work-TIP-Reparing-a-Render-381558233

    It's just a few easy steps but they had great impact in my images. I use it in everything I do. There are a few other tutorials in his gallery really worth your time :)

  • algovincianalgovincian Posts: 2,614

    Any ETA on when we may be able to play with those delicious NPR shaders?

    Right now, I've implemented support for normal, displacement & bump maps. Still have work to do on supporting refraction fully, and I've written some new shaders/scripts to allow for volumetric effects that need to be integrated as well.

    My original plan was to make the analysis shaders (the separate render passes - not the final images) available for free as actual products through the DAZ store. The actual illustration (sketching, painting, etc.) is something that would be difficult to package & distribute, so that aspect of it would have to remain a service through the distributed network I have setup (like a render farm).

    It'll take a lot of work to get the analysis shaders & scripts so that John Q. Public can easily use them. This is work that I'm willing to do, assuming some sort of a relationship with DAZ, but at the moment there is none. This is probably something best discussed somewhere other than publicly in the forums. If you're interested, PM me.

    - Greg

  • MattymanxMattymanx Posts: 6,908

    Not sure whether my process falls into the category of traditional postwork or not, but here's one example of some of the render passes I produce with DS, as well as some finished images of various styles produced from the various passes. All rendering and subsequent processing outside of DS is scripted and fully automated.

     

    - Greg

     

     

    I really like the top two.

    Your shaders would make a great product

  • Here's my first attempt:

     

    Melanie-pose1-sm.png
    2000 x 1125 - 1M
    Melanie Composite.jpg
    2000 x 1124 - 255K
  • algovincianalgovincian Posts: 2,614
    edited November 2015
    Mattymanx said:

    I really like the top two.

    Your shaders would make a great product

    Thanks, Mattymanx. I wish you could all see what they look like in print! Attached is a crop/zoom of just a small portion of the 2 images you said you liked. Hopefully, you can see the detail a bit better (it's really hidden in the smaller images I posted earlier).

    - Greg

    close-up.jpg
    800 x 1000 - 705K
    Post edited by algovincian on
  • mori_mannmori_mann Posts: 1,152
    edited November 2015

    Removed, double due to browser hiccup, sorry.

    Nia 6 Small.jpg
    1200 x 960 - 252K
    Nia 3 final test.jpg
    1000 x 800 - 223K
    Post edited by mori_mann on
  • mori_mannmori_mann Posts: 1,152
    edited November 2015

    Fun thread!

    My postwork usually consists of fixing flaws, fiddling with hair (if the crippled arm allows, I will one dat learn to paint hair) and some filters and whatnot.

    Before:

    After:

     

    Post edited by mori_mann on
  • AJ2112AJ2112 Posts: 1,416

    Postwork is certainly my weak point, this thread will inspire me to learn, fabulous post work thus far. 

  • _manne__manne_ Posts: 284
    edited November 2015

    Love this thread.  It's wonderful to see the process.

    Postworked

    surveillance_orig_sm.jpg
    3840 x 2160 - 2M
    surveillance_sm.jpg
    3840 x 2160 - 2M
    Post edited by _manne_ on
  • Joe CotterJoe Cotter Posts: 3,259
    edited November 2015

    There is some very nice art here and the thread is inspiring. Thanks Karibou for starting it and everyone who has contributed. :)

    It seems some artists are stuck on the idea that images should be produced in IRay 'or' 3DLight. There is no such rule. Postwork by definition is combining various components to produce a unified vision. One can create parts in 3DLight and parts in IRay and combine the two, even through in some photographic work for good measure if it suites. That is one of the benefits of post.

    The other benefit is that one can drastically reduce the amount of render time often with a creative use of post since once we understand the process and gain some experience, we can often substitute tasks that would take an inordinate amount of render time with post, such as: dividing the scene up and re-rendering only portions that need adjustment rather then the whole scene or doing effects in post that would take a rediculous amount of time in the render engine directly (like fog effect.)

    I don't see how IRay would eliminate post since:

       a: The second point above about saving time still applies to IRay

       b: It has certain limitations built into it's method of rendering an image that can be got around by combining with parts from other render engines

    If one blends between results of different render engines, we can get some interesting results.

    On a related note, one can always export a scene and bring that scene into another 3D environment to produce certain maps like AO, Cavity, etc... pretty much any map that doesn't require a match on the original shaders. It's a bit advanced, but it's something to keep in mind.

    Post edited by Joe Cotter on
  • Joe CotterJoe Cotter Posts: 3,259

    Here's my first attempt:

    Lori (WickedBookCovers,) that is a good example. Hair is still something that is very hard and time consuming to do decently in any render engine yet. Many images that have decent hair have been at least touched up in post if not had the hair done entirely in post.

Sign In or Register to comment.