Not everyone agreed with what I said in the How To Do A Quality Female Pinup journal, but I DID have a major spike in my page traffic the day it went up, so clearly a lot of people read it. Let's do another one!
Today I'm going to talk about a challenging subject for any render engine, although my focus is 3Delight - the storytelling render. More than just a single character looking cool or sexy, this type of scene is meant to suggest a captured moment in time, an instant in the lives of its characters and universe. Above all, it suggests that those characters and that universe have a life beyond this image.
I've done a small number of these that I was happy with in my career as a DAZ Published Artist; but I'm not going to brag on my own work today. No, today I'm going to use the example of a render called A Song Against the Dark by storypilot. Any render I dissect in a journal will only be used with the artist's permission, both with this and valzheimer's render from the other entry.
My focus here is on 3Delight and its pluses and minuses, because that's my area of interest and greatest experience. All of this is completely my own subjective opinion. You have every right to disagree, and in fact I may learn something interesting from your comments.
So with that out of the way, here's what this render does right:
1. Posing and setup is thorough and realistic. Characters' feet sit solidly on the ground, where relevant; their bodies are solidly in contact with surfaces. Hair moves basically as hair should. I don't think a lot of people realize just how much the dull work of tweaking the poses of characters, clothing and hair makes or breaks a render. There's a difference between using coherent stylization and completely breaking the viewer's suspension of disbelief with hovering toes or stiff-looking hair. (The man in the red tunic has some slight clipping on his thigh, but it took me a long time to notice that.) Your purchasing choices affect this, too - if you buy hairs that just can't handle the poses you want to do, your renders will suffer for it.
2. Composition. The camera is tilted just enough to help the eye travel from left to right across the figures - and look at how the arrangement of figures themselves lures the eye along the line from bottom to top, left to right. We're meant to notice the bard as well as the dancer. The placement of that background figure makes it almost impossible to notice on first look - it's there to reward continued scrutiny of the image. The camera's slight distortion in the foreground adds an additional sense of dynamic movement to the elf doing her seated dance on the bar.
3. Clutter. The scene is cluttered, but not at random. Objects are placed so that they enhance the story - the litter of mugs around the drunk at the bar says he's been here for some time, probably why he's passed out face-down. The elf's cutlass lies forgotten on a bar stool, telling us how absorbed she is in what she's doing - she's forgotten everything, including this obviously well-used weapon that she must carry everywhere. The stacks of crates and barrels make this tavern look like a place that's constantly in use. When you want to set up a larger scene like this, you have to ask yourself: what would I expect to see in a place like this? How much? Where? How do I make that work with and not against my planned composition? How can I tell more small stories within my larger story?
4. Costumes tell their own stories. The characters' clothes and hair aren't random either. The lady on the far left has not only the scantiest but the most colorful outfit, and by that and the fact that she's fondling the thigh of the man to her left we can guess she may be a lady of the evening looking to ply her trade. The dancing elf may be showing some skin, but her clothes are plain brown leather, and her tattoos look bold and aggressive - with that plus her forgotten cutlass we can guess that she's a warrior. And I could go on. Every character in this scene has something to tell us about themselves just by the way the artist has arranged their appearance.
5.Lighting and postwork work together. It's very difficult, nearly impossible, to get good-looking fire and smoke effects in the render itself in DAZ Studio (there are one or two products that can help, but they are very resource-intensive). So while I don't know what storypilot has done in Pixelmator, I would guess that the fire and smoke is a lot of it. That being the case, there's a lot of forethought here in the position of lights where fire would later be put - from the torches, on the wall by the bigger fire pit, the orange glow cast on the dancer's face. This is all very deliberate and contributes further to the scene's atmosphere of a warm tavern on a dark night.
Overall this scene shows tremendous attention to a lot of details, and that really adds up. Hopefully this analysis is helpful to you as you compose your own renders with your own stories to tell. If you're new to 3Delight and DAZ Studio, feel free to contact me with questions as well; I don't claim to be the best, but I can certainly help you get started.
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Default VS. PBR Skin Shader: Alexandra 8 Tests
User @DigitalHallucination had some interesting comments and questions about shaders under the old Iray Surfaces tutorial from 2015. That led to some experimentation with shaders this morning, the results of which I will share now. Please, please feel free to comment and debate. I think this is an issue of interest to more or less all of us.
I commented offhand that I didn't think the PBRSkin shader was an improvement, but that the maps in use were what made the difference, and DH disagreed with this and provided some comparison renders using Alexandra 8. They definitely looked definitive, so I decided to run my own tests.
At first I tried it with base G8F, but that wasn't an apples to apples comparison because G8F originally uses the old glossiness method, so she's going to look worse compared to any shader that uses the new spec. So, like DH, I went to Alexandra.
In this case I used the default lighting with the camera headlamp turned off, Subd1, Alexandra 8 at 100%, and the
Deviantart's Default AI Opt-In
EDIT: They put in a mass opt out! Thanks for letting me know when I missed the news, lovely watchers!
I'm not thrilled about dA making AI opt-out and not opt-in, and putting it so you have to opt-out on each individual artwork. I have little to lose from this, because my product is 3D models and not the 2D promotional images, but it's especially predatory of people whose product and ouevre is 2D art.
I don't know how many people are still here, but it's one more reason for people who draw and paint to delete their accounts.
Color Differences in DS 4.20.1.38
This was introduced by my notice by Snarl, and verified by my own render testing. I will show my results in the following discussion.
There is a visible color difference in Iray render results in Daz Studio 4.20.1.38 vs. the pre-VDB, pre-ghost light fix 4.16.1.21 build I was able to test against. I rendered out to pngs and looked at both pngs on the same monitor to account for that type of differences. Here shown is G8F up close in default lighting on both builds. I checked all of the render settings to make sure they were the same, too, because if we could just change a render setting it would be an easy fix.
This difference is relatively subtle. Let me show those separately so you can download them separately to compare. Here's 4.20:
And here's 4.16:
You might have to zoom in and set them overlapping so you see top part and top part or right and right, etc., but it's there.
I don't know how or why this change has happened. Maybe it's because Daz decided the default was too
Babbling About Fluid Simulation
I have some feelings about sims right now. I have a lot of them, and I've just had caffeine. So I'm going to share them with you all.
So, I recently submitted a water set for Daz Studio. Three times. You see, Daz3d didn't like either of my first two interpretations of the slosh pieces and pouring pieces that were simulated in Blender, so I ended up having to hand-sculpt parts of it and combine that with parts of the simmed pieces. The sloshes are entirely hand-sculpted from me staring at photo references, except for bits of the flying droplets I salvaged from the original simmed meshes.
I wouldn't even have gotten that far if not for the very specific and detailed feedback they gave me, a privilege of working with the Review committee since 2011 and, I sincerely hope,
demonstrating an eagerness to accept professional criticism when it gets me paid. I know for a fact that they have some artists where they just say an unvarnished yes or no because it's not worth getting yelled at
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Thanks a lot. Yet another great set of information For both newbies, and those who have been at it a while . I know some who need to remember this. They seem to have forgotten that there is always something to learn.