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This is a very quick experiment to discover how dForce hair, a dForce dress, and a dForce scarf simulate on a spinning Genesis 8 figure in DAZ Studio and Iray. I just used the default parameters for the dForce simulation. There are two sections of the same 6-second animation (normal speed and half speed).

This is another quick experiment to discover how a dForce outfit simulates on a moving Genesis 8 figure in DAZ Studio and Iray. This time I played with the Wise Wizard outfit and character. I just used the default parameters for the dForce simulation. There are two sections of the same 4-second animation (normal speed and half speed).

This is another quick experiment to discover how dForce hair and a dForce dress simulate on a stretching Genesis 8 figure in DAZ Studio and Iray. This time I added some secondary clothing in the form of a scarf and a belt. I just used the default parameters for the dForce simulation. There are two sections of the same 11-second animation (normal speed and half speed).

This is another quick experiment to discover how dForce hair and a dForce dress simulate on a turning Genesis 8 figure in DAZ Studio and Iray. I just used the default parameters for the dForce simulation. There are two sections of the same 6-second animation (normal speed and half speed).

This is a quick experiment to discover how dForce hair and a dForce dress simulate on a walking Genesis 8 figure in DAZ Studio and Iray. I just used the default parameters for the dForce simulation. There are three sections of the same 3-second animation 1) normal speed, 2) half speed and 3) an attempt at extracting a loop.

This is a very quick experiment to examine how the  "Archer Tracking Shot" aniblock from "High Fantasy Volume 1 - Fantasy Animations for Genesis 3 and Genesis 8" interacts with aniMate2 Constraints controls. This experiment uses 5 Iray iterations and took 30 sec per frame to render @ 3840 x 2160 at 30 fps.  I imported the PNG sequence into After Effects and reduced the size by half to 1920 x 1080 and then added a static background image.

This is a quick edit of my last experiment using the  "Animation Four Wheeler Template" and "Car Chase aniblocks for Animation Four Wheeler Template". This uses the "Chase 2" aniblocks and 3 camera presets on the "Car Ranger" model in Stonemason's "Urban Sprawl 3" .  I wanted to see what the different camera angles looked like edited together with some sound.

This is another experiment to see how fast DAZ Studio and Iray can render animation. I wanted to examine how 5 Iray iterations worked on a complex scene using the "sunlight only" environment settings. I also wanted to play with the "Animation Four Wheeler Template" and "Car Chase aniblocks for Animation Four Wheeler Template". This experiment uses the "Chase 2" aniblocks and 3 camera presets on the "Car Ranger" model in Stonemason's "Urban Sprawl 3" .

This experiment uses 5 Iray iterations and averaged 30 seconds per frame to render at 3840 x 2160 at 15 fps. I imported the PNG sequences into After Effects and reduced the size by half to 1920 x 1080 and doubled the FPS to 30 fps.

This is another quick experiment to see how quickly DAZ Studio and IRAY 2016.3 renders animation.  I wanted to examine if I could use "Iray Ghost Light Kit 2" to get away with using less iterations on a complex model (Stonemason's "Urban Future 5"). This experiment uses 5 Iray iterations and took 30 sec per frame to render @ 3840 x 2160 30 fps.  I imported the PNG sequence into After Effects and reduced the size by half to 1920 x 1080 and then played everything back in forward and reverse motion.

A quick experiment with Blender 2.79. This time I tried growing the "Add Curve: IvyGen" add-on on a figure. Rendering took 12 seconds per frame to render at 1080 x 1920 using 32 samples. I imported the rendered PNG sequence into After Effects and played the sequence in normal and reverse motion.

Another quick set of experiments with Blender 2.79. This time using it's ocean simulation with foam. Since this is my first attempt at ocean simulation in Blender, I kept things simple and explored the various methods of floating objects on the ocean simulation.  The first scene uses a mesh plane "shrink wrapped" to the ocean surface and the an object constrained to that plane. The second scene uses a "dynamic paint" wet map to try to create a wake for the ship constrained to the "shrink wrapped" plane. The third scene uses an animated figure and a "dynamic paint" wet map to try to create a wake for the dragon constrained to the "shrink wrapped" plane.

Rendering took 15 seconds per frame to render at 1080 x 1920 using 32 samples.

A quick experiment with Blender 2.79. This time using it's cloth simulation tools. Since this is my first attempt at cloth simulation in Blender, I kept things simple and explored the various built-in cloth preset settings for each simulation.

Rendering took 15 seconds per frame to render at 1080 x 1920 using 64 samples.

Another quick attempt to export an animated figure figure from DAZ Studio into Blender 2.79 using the FBX file format.  I then applied the Quick Fire/Smoke effect to the figure and rendered everything using Cycles.  I imported the PNG sequence into After Effects and applied the motion blur filter and played the sequence at full and half speed.

The rending was taking too long for this test so lowered the samples to just get a look at the motion.

A quick experiment with Blender 2.79's fluid simulator. This time using an animated figure as a fluid control. Rendering took 30 seconds per frame to render at 1080 x 1920 using 64 samples. I imported the PNG sequence into After Effects and applied the motion blur filter and played the sequence at full and half speed.

A quick experiment with Blender 2.79. This time using it's fluid simulation.  Since this is my first attempt at fluid simulation in Blender, I kept things simple and just changed the viscosity settings for each simulation.  I also played with materials to try to make them match the different fluid types.

Rendering took 30 seconds per frame to render at 1080 x 1920 using 64 samples.

Another quick experiment with Blender 2.79 using dynamic hair. I imported an animated G3F figure from Daz Studio using the FBX format. I then applied dynamic hair to the figure and rendered everything using Cycles. This time I tried smoothing the hair to try to get rid of some of the "fly away" hairs that appeared on the broad movements. Finally I imported the PNG sequence into After Effects and applied the motion blur filter and played the sequence at full and half speed.

It took 1 minute per frame to render at 1080 x 1920 using 64 samples.

This is my first experiment with Blender 2.79 using dynamic hair. I imported an animated G3F figure from Daz Studio using the FBX format. I then applied dynamic hair to the figure and rendered everything using Cycles. It took 20 sec per frame to render at 1080 x 1920 using 64 samples. Finally I imported the PNG sequence into After Effects and applied the motion blur filter and played the sequence at full, half and one third speed.

This is my first attempt to export an animated figure figure from DAZ Studio into Blender 2.79 using the FBX file format.  I then applied the Quick Smoke effect to the figure and rendered everything using Cycles.

This quick experiment using the FLUIDOS plugin for Carrara to see if I could simulate filling up a rounded glass. Then I slowed everything down to half speed in After Effects.

This quick experiment consists of 3 basic simulations using the FLUIDOS plugin for Carrara. The idea started out as playing with liquids without any gravity.

The first simulation is an experiment in smashing two water balls into each other in a zero gravity environment.  The second simulation came about when I forgot to add a velocity to one of the balls and I kind of liked the unexpected results. Then the third simulation is an experiment to see what would happen if I added the gravity back into the second simulation. Finally, I slowed everything down to half speed in After Effects.