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Re: OcDS FIRST RENDERS - FIRST PRIDE :) post here...

PostPosted: Fri May 11, 2018 5:07 pm
by rajib
Notiusweb wrote:
Image077_UHD_01.jpg


500 s/px


Looks nice. Like the glint in her eyes.

Re: OcDS FIRST RENDERS - FIRST PRIDE :) post here...

PostPosted: Sun Jul 08, 2018 10:58 am
by SparkieShock
Here's my first render with Octane .. I made a short animated flyby of the Enterprise. It took me hours to light that model. I've done a similar thing with IRAY but it didn't look anywhere near as good as this. I actually f****d up the sample count .. was aiming for 1000 per frame but I set it to 60 seconds per frame and got a much lower sample count ... but it still looked awesome.

It's just too bad the Glare flares didn't render onto the alpha channel mask .. they stop at the edge of the model. I rendered the ship as an alpha and put in a simple background using a ken burns effect to make it look like the stars are moving a bit.

Re: OcDS FIRST RENDERS - FIRST PRIDE :) post here...

PostPosted: Sat Aug 11, 2018 5:31 pm
by Tugpsx
Looks good, you are on the right track

Re: OcDS FIRST RENDERS - FIRST PRIDE :) post here...

PostPosted: Fri Aug 24, 2018 9:02 am
by Grumly
Image

Hello!

I'm a photographer and my goal is to include my pictures of model shot in studio into 3D sets.

Here is my very first attempt with DAZ and Octane.

I have placed a plan into the 3D with my pictures as a textures (with Alpha)... and I have tried to make it perfect without having to go into Photoshop at the end... so everything is direclty the result in Octane.

The journey will be VERY logn to make what I want, but the first step looks promising.

Regards
Nicolas

Re: OcDS FIRST RENDERS - FIRST PRIDE :) post here...

PostPosted: Sat Sep 01, 2018 7:03 pm
by Tugpsx
Very nice. Like what you have done with your model. A little les DOF would be good also. Good first try check your lighting without photoshop or some way of transferring the environment light on your model it looks a bit off. Pardon the image repost to illustrate the point.
markedup.jpg
Markup to show lighting issue

Re: OcDS FIRST RENDERS - FIRST PRIDE :) post here...

PostPosted: Tue Nov 27, 2018 8:57 am
by sHTiF
This forum seems to be awfully quiet so here is one of my last renders just to hopefully make it going again. I am actually pretty new to DAZ (used Poser decades ago when it was made by Fractal Design) At the other hand I've been using Octane extensively for quite some time mainly in Houdini and Unity/Unreal always focusing on realistic skin materials and shaders.

Re: OcDS FIRST RENDERS - FIRST PRIDE :) post here...

PostPosted: Sun Feb 10, 2019 7:13 pm
by vbrabble
My First Render from DAZ using Octane. Now I need to figure out what is going on with the hair. I am blown away with the realism though.

Any tips, guide or tutorials to optimum settings would be appreciated.

VB

Re: OcDS FIRST RENDERS - FIRST PRIDE :) post here...

PostPosted: Fri Feb 22, 2019 2:57 am
by rajib
vbrabble wrote:My First Render from DAZ using Octane. Now I need to figure out what is going on with the hair. I am blown away with the realism though.

Any tips, guide or tutorials to optimum settings would be appreciated.

VB


Welcome to the Daz Octane forum :). Nice render. For the hair, look at the hair materials in the NGE (Octane Node editor). Looks like the hair has glossy materials. Look for Index of refraction (controls how much light is reflected back) in the glossy material and see what it is set too. Value of 1 is like a mirror. I would say use a value of around 1.6 to 1.8. You can play around with the settings to control the highlight on you hair. Also look at the Roughness setting. 0 Value will create concentrated highlights and the value of > 0 will start to spread the highlights. You can use your bump map here and then play with the power of it. Another setting to look at is the Specular. This controls the intensity of the highlights. Play around with its value to see how it affects the hair. Higher the value the more the highlight intensity. You can also use a texture map or use RGB Value to change the color of the highlights.

Once you get familiar with the above settings, then you can explore using a specular material mixed with a diffuse material and glossy material to add SSS (sub surface scattering) to the hair to make it look more realistic. You will need to use the Medium node and add absorption to the Diffuse node and scattering to the specular node. You can turn on the Fake Shadows in the specular node otherwise your render will go on for a lot longer. You can search for tonysculptor hair (or just hair) in the LiveDB to get a start. The more you experiment with the settings the more you will know what effects what in the render.

One last thing, if you hair has many surfaces, you will need to do the adjustment for each of the surfaces. You can copy materials from one layer to the other, but you may need to change the diffuse / bump / opacity / specular / etc maps back to what they should be for that layer. Copying material will copy the current maps overwriting the existing maps of the other layer. There is something called templating that will help you keep the original maps in the layers, you can search the forum for templating / template to see how to do that.