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

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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joelegecko
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Posts: 57
Joined: Mon Jan 18, 2010 3:57 am

I finally had some time to work on some personal artwork. It titles "Free... at last" ( yes, reference to Mark Twain :)

I wanted to emulate what I'm doing with Studio ( more complex scene, atmospheric effects using alpha planes or volumetric fog, more lights and so on... ).

At 2K resolution, the scene was using 1665MB ( out of 4GB ) with 68 RGB 32bit textures and 20 Gray 8bit textures.

Having a 4GB card makes the whole difference ( same as having 144 RGB textures instead of 64 ).

I'll probably try a scene with some sun or HDR lighting. Emitting materials imply A LOT of grain that never goes away ( even after cooking for ten hours ) :)
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SF_Octane.jpg
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

joelegecko wrote:I finally had some time to work on some personal artwork. It titles "Free... at last" ( yes, reference to Mark Twain :)

I wanted to emulate what I'm doing with Studio ( more complex scene, atmospheric effects using alpha planes or volumetric fog, more lights and so on... ).

At 2K resolution, the scene was using 1665MB ( out of 4GB ) with 68 RGB 32bit textures and 20 Gray 8bit textures.

Having a 4GB card makes the whole difference ( same as having 144 RGB textures instead of 64 ).

I'll probably try a scene with some sun or HDR lighting. Emitting materials imply A LOT of grain that never goes away ( even after cooking for ten hours ) :)
pretty cool - but where is the 2k size? :)

the atmospheric effects do look indeed stunning. i bet there are a lot people who'd like to find out how to get something like that done...
The obvious is that which is never seen until someone expresses it simply

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SiliconAya
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Joined: Tue Jul 30, 2013 12:00 pm
Location: Australia

joelegecko wrote:I finally had some time to work on some personal artwork. It titles "Free... at last" ( yes, reference to Mark Twain :)

I wanted to emulate what I'm doing with Studio ( more complex scene, atmospheric effects using alpha planes or volumetric fog, more lights and so on... ).

At 2K resolution, the scene was using 1665MB ( out of 4GB ) with 68 RGB 32bit textures and 20 Gray 8bit textures.

Having a 4GB card makes the whole difference ( same as having 144 RGB textures instead of 64 ).

I'll probably try a scene with some sun or HDR lighting. Emitting materials imply A LOT of grain that never goes away ( even after cooking for ten hours ) :)

Wow that's really impressive!
I'd indeed like to know how to do none uniform fog like that, every example I've found so far has just been a uniform solid object of fog in front of a window or something and light shining through it.
Jools
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Posts: 24
Joined: Sun Sep 01, 2013 11:55 am

Hey all, this one of my first attempts.

It's Genf2 with custom morphs, Danae London skin, Loyce hair and the Rogue suit by Daz. Photoshop postwork is minimal: just a bit of levels adjustment and a wee bit of smart sharpening.

Lighting is the default daylight environment (!) I have made some renders with meshlights too, and I must say I'm very pleased with Octane Render and the DS plug-in. The latter still has its quirks, but I think T_3 is doing a great job perfecting the beta version.

Best wishes,
jools :)

PS I have a wish for the plug-in concerning the meshlights. For me it would be nice to have a faster nudge on the meshlight power. Dialing up and down goes rather slow, so now I just type in the settings.
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indy.jpg
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joelegecko
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Joined: Mon Jan 18, 2010 3:57 am

Here is an OpenGL preview regarding how I created the foggy FX in my previous image. There also is an volumetric fog mesh ( invisible here ). I just placed alpha planes and layered them based on the camera position and the light emitting meshes to get the right lighting.

Next are two images I worked on in order to improve my Octane workflow. The Pirates image I did to try and get some good sea ( this one's just okay I guess since the ocean mesh is flat ). The Asylum one, in order to get better inddor lighting ( only skylight has been used here ). Getting rid of walls blocking lights really help enhance the end result.

The plugin is really great but I hope the new version will come soon. I have to de-activate it for my pro work since it makes DS completely unstable ( some of that work involved Octane but since products haven't been released yet, I can share the images ). I can't wait to get my hands on the updated version...

P-S: using a 4GB card really makes the difference !
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Pirates2.jpg
Madness.jpg
AlphaPlanes.jpg
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joelegecko
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One of the images I've done for an unreleased project...

* is it me or has the forum been feeling quite dead lately ? :) *
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00_XPRESS_TeenJosie_Test.jpg
sqjam
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Posts: 20
Joined: Tue Apr 09, 2013 3:37 pm

Genesis2 - skin mat test
a1.png
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t_3
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Joined: Tue Jul 05, 2011 5:37 pm

sqjam wrote:Genesis2 - skin mat test
a1.png
this looks extremely good imo :shock:
The obvious is that which is never seen until someone expresses it simply

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sqjam
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Posts: 20
Joined: Tue Apr 09, 2013 3:37 pm

t_3 wrote:
sqjam wrote:Genesis2 - skin mat test
a1.png
this looks extremely good imo :shock:
Thanks!
What about the option in OcDS - change the mat settings by the template during convertation mat from Daz mat to Octane mat by the material name prefix? I think this good idea, save lot a time.
Kevin Sanderson
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Posts: 40
Joined: Thu Jan 28, 2010 10:34 pm

Joel and sqjam, looking very good!!

Joel, thanks for posting information and sqjam please post tips/information on your skin. It's some of the best I've seen! I'm still saving for the plugin but it's becoming something I can't wait for. t_3, keep up the good work on the plugin.
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