Page 2 of 2
Re: Help creating the Daz3d Normals Example picture of Reality 2
Posted: Tue Jan 07, 2014 3:23 pm
by buzby
slash wrote:I didn't have the same armor set but here's with a norm created in SSbump. I just let it run for a minute or so. Displacement is really going to sweet though.
Slash, looks much better than mine and am sure with a little tweaking will be better this is what I am looking for. Sorry, but where did you load the normal and which setup did you do this in? Is this from Octane standalone, Daz standalone, or Daz with the octane plugin?
Re: Help creating the Daz3d Normals Example picture of Reality 2
Posted: Tue Jan 07, 2014 4:15 pm
by slash
I'm not at my main computer right now or I would post an image of the configuration. But basically I just used the normal map in the normal map channel and this was done with in Daz with the Octane for Daz plugin.
Re: Help creating the Daz3d Normals Example picture of Reality 2
Posted: Tue Jan 07, 2014 4:34 pm
by buzby
Try changing the material to glossy rather than diffuse, I think you'll find it works much better, as you need to have reflection/shine/glossiness to fake displacement by creating highlights etc, so without it, it'll just look flat.
Thanks, have to ask are you referring to Octane standalone, Daz standalone, or Daz with the octane plugin?
Re: Help creating the Daz3d Normals Example picture of Reality 2
Posted: Tue Jan 07, 2014 4:37 pm
by buzby
slash wrote:I'm not at my main computer right now or I would post an image of the configuration. But basically I just used the normal map in the normal map channel and this was done with in Daz with the Octane for Daz plugin.
Ahh, OK so you are getting actual displacement from Octane plugin for Daz, I did not think Octane allowed dispalcement
Re: Help creating the Daz3d Normals Example picture of Reality 2
Posted: Tue Jan 07, 2014 4:53 pm
by buzby
SimonJM wrote:I knew I recognised it, but was thinking it was for V4 not Genesis!!!
One suggestion would be to swap the _bum maps to the _dis ones, where available to get crisper bump look. Apart from that, down to the no displacements (yet?!?) in Octane you may get somewhere if you can propagate normal maps from somewhere.
I have used 3d model progz for years but it was the first scene I created when I opened Daz I just got it a couple weeks ago. I just threw some props on the genesis model. It amazes me that you all who are familiar with Daz can tell the difference between the models esp. with half the face covered.
Not sure what you mean in your suggestion
Re: Help creating the Daz3d Normals Example picture of Reality 2
Posted: Tue Jan 07, 2014 4:55 pm
by buzby
So back to my original question, I had Poser back in the day 10 years ago but it saw weird surreal and just checked back to see the progress that had been made as we are designing a game and needed some 3d humanoid models. The state of the engine has come a long way esp with SSS. Much more believable models.
I am more than happy with 3ddelight renders for game cards and models but being that I have been looking trying to achieve photo real models for years I cant help but want to push the limits of Daz to see how far I can get. I really am off track here for our game needs but just curious in case we want to do an immerse cut scene.
What would you use to achieve this picture
Octane standalone, or Daz with the octane plugin?
I have Reality 2 and Luxus both of course using the Luxrender engine but I really dont want to have to jump through the hoops of learning the Luxrender engine right now.
Re: Help creating the Daz3d Normals Example picture of Reality 2
Posted: Tue Jan 07, 2014 5:48 pm
by SiliconAya
buzby wrote: Try changing the material to glossy rather than diffuse, I think you'll find it works much better, as you need to have reflection/shine/glossiness to fake displacement by creating highlights etc, so without it, it'll just look flat.
Thanks, have to ask are you referring to Octane standalone, Daz standalone, or Daz with the octane plugin?
Either Octane standalone or with the Octane Daz plugin (I'm using the plugin).
Here's an example done on the breastplate and the helmet.
Settings used:
material type glossy
bump map changed to the ones ending in -dis.jpg
bump power set to 1
index set to steel (2.50)
You can do a lot better than this, but it should at least get you on your way.
A major problem I found with this armour set is that the displacement maps are full of jpeg compression artefacts, which a real displacement channel seems to ignore (eg Lux and 3Delight), but Octane lovingly reproduces when put into the bump channel, same thing happened with I tried converting the displacement maps into normal maps with ShaderMap 2, it put all the jpeg artefacts into the normal map.
Re: Help creating the Daz3d Normals Example picture of Reality 2
Posted: Tue Jan 07, 2014 7:06 pm
by SimonJM
buzby wrote:SimonJM wrote:I knew I recognised it, but was thinking it was for V4 not Genesis!!!
One suggestion would be to swap the _bum maps to the _dis ones, where available to get crisper bump look. Apart from that, down to the no displacements (yet?!?) in Octane you may get somewhere if you can propagate normal maps from somewhere.
I have used 3d model progz for years but it was the first scene I created when I opened Daz I just got it a couple weeks ago. I just threw some props on the genesis model. It amazes me that you all who are familiar with Daz can tell the difference between the models esp. with half the face covered.
Not sure what you mean in your suggestion
Pretty much what SiliconAya did ... if you look at the textures used for the various bits of armour in the Nodegraph Editor you'll see that a lot of them use a map for specifying bump. The files used for that seem, to me, to be less defined than the ones Daz Studio uses for displacement. If you click on the filename (in the NGE) of any material with bump with a filename ending in _bum.jpg you'll see a list of files available, most had an equivalent file, but with a name ending in _dis.jpg.