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Re: Victoria 6 - Octane Standalone

Posted: Sat Sep 13, 2014 12:36 pm
by Stevenyang0430
Wow!
I never thought this little scene can have so many lights!
Thanks a lot for giving such details!

Btw which model your using? It's pretty hard to find a nice indoor living area like this one :)

Thanks again
Steven

Re: Victoria 6 - Octane Standalone

Posted: Sat Sep 13, 2014 4:46 pm
by DOrdiales
Stevenyang0430 wrote:Wow!
I never thought this little scene can have so many lights!
Thanks a lot for giving such details!

Btw which model your using? It's pretty hard to find a nice indoor living area like this one :)

Thanks again
Steven
Steven, I'm using "i13 Visions in White": http://www.daz3d.com/catalog/product/view/id/18604.

The lights and the ceiling, I have done with DAZ's primitives: planes and spheres.

Re: Victoria 6 - Octane Standalone

Posted: Sun Sep 28, 2014 10:48 pm
by DOrdiales
Inspired by Alma Tadema
Victoria11.png
Victoria12.png
AlmaTadema03.png
AlmaTadema04.png
AlmaTadema05.png
AlmaTadema06.png
AlmaTadema07.png

Re: Victoria 6 - Octane Standalone

Posted: Sun Oct 19, 2014 7:33 pm
by DOrdiales
Victoria 6 - HD Version
Victoria13.png
Victoria14.png

Re: Victoria 6 - Octane Standalone

Posted: Mon Oct 20, 2014 2:11 am
by Stevenyang0430
Wow that's amazing!
You still using the three plane light emitter method for the sea view scene? ( the images in your second last post ) or
It is way much complicated ? ( I feel like it should have less light source for open scene like that, and way more source for a closed environment. Is it right?
And i remember ur using DAZ 3D for those renders? DAZ3D plugin just kinda mess around with me

Fantastic work anyways

Steven

Re: Victoria 6 - Octane Standalone

Posted: Mon Oct 20, 2014 12:48 pm
by Stevenyang0430
This is a little tribute for your amazing work and information you provide to us!
Using your V6 skin plus a little adjustment to make skin looks better :)
(Btw this hair is just amazing, it's one of the best I've ever used)
Female Beauty five.png
Again thank you for your kindness and this amazing skin!


Steven

Re: Victoria 6 - Octane Standalone

Posted: Mon Oct 20, 2014 8:23 pm
by DOrdiales
Stevenyang0430 wrote:Wow that's amazing!
You still using the three plane light emitter method for the sea view scene? ( the images in your second last post ) or
It is way much complicated ? ( I feel like it should have less light source for open scene like that, and way more source for a closed environment. Is it right?
And i remember ur using DAZ 3D for those renders? DAZ3D plugin just kinda mess around with me

Fantastic work anyways

Steven
Thanks Steven

In this case I'm using 5 lights.
HD01.png
First I turn off all the lit and just a little ambient light: texture environment.
HD02.png
Then I illuminate the taillights ...
HD03.png
Then the left front light ...
HD04.png
And some right front light ... (I make invisible tail lights: opacity: 0%)
HD05.png
That's all (proving again and again)!

Re: Victoria 6 - Octane Standalone

Posted: Mon Oct 20, 2014 8:25 pm
by DOrdiales
Stevenyang0430 wrote:This is a little tribute for your amazing work and information you provide to us!
Using your V6 skin plus a little adjustment to make skin looks better :)
(Btw this hair is just amazing, it's one of the best I've ever used)
Female Beauty five.png
Again thank you for your kindness and this amazing skin!


Steven
I'm glad to serve you. Great hair!

Cooking with colors

Posted: Sun Nov 09, 2014 11:31 pm
by DOrdiales
Cooking with colors

To follow this tutorial, you first need to create a scene in DAZ with a sphere and at least one panel, which serves as a source emitting light in Octane: I'm actually using three rear and two front panels, to add additional lighting later.

Since DAZ works with centimeters and Octane with meters, I have chosen to set the following parameters for the export and import dialogues. I understand, if no one corrects me, that these values are more appropriate than those in the manual:
Skin-01.png
The human skin consists of three layers: epidermis, dermis and hypodermis. The first two layers are very thin compared to the last layer, and give you skin a bluish hue. However, because most of the transmitted light they receive to the hypodermis, the end result is a reddish hue:

http://http.developer.nvidia.com/GPUGem ... _ch14.html
Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering

In the next picture you can see the scheme of the material that we will create. A mix material, composed of a diffuse material and a specular material. The mixture will apply a 30% diffuse material and 70% to speculate (of course, everyone should try to find their own values with those that you are most comfortable):
Skin-02.png
First we apply light to the scene by the panel that we have imported from DAZ. I'm not using ambient light and it is important to use for testing the rendering engine of Path Tracing Kernel. In the next picture you can see: to the right, the values for the emission; to the left, values for Reflection and Transmission Properties:
Skin-03.png
Why is the black dial? Or rather, why is not the sphere? The colors we see in the objects are the result of subtracting from the light source, the colors absorbed by the objects. In our case we are using a white light source on an object, the sphere, which is absorbing all the light that hits it, and therefore does not reflect any color:


http://www.scratchapixel.com/lessons/3d ... teraction/
An Introduction to Light-Matter Interaction

We will then apply a color to the Reflection property so that we can observe the light reflected by the object (try to also apply other colors):
Skin-04.png
Besides being absorbed and reflected light can be transmitted through an object. In the following image we apply a color to the Transmission property. Therefore, we can not only see the white light reflected on the field, but also the light transmitted by the object:
Skin-05.png
In fact, we can place ourselves in the back of the object, to see how light traversed it entirely up to the other side (as in the previous step, try to experiment with other colors and angles):
Skin-06.png
In the next step we will modify the Roughness material property to obtain a less crystalline appearance (I have not changed the default refractive index of the material):
Skin-07.png
Although, note that the light is transmitted from one end to the other object (as always my recommendation is you to try different values):
Skin-08.png
The transmitted light on an object can be absorbed. The direct consequence of this is that the color of the object will change: if we absorb red, the hue of the object will approach cyan; if we absorb green, magenta; and if we absorb blue, yellow. For our material, we will absorb some red and green, for a more pinkish hue (try to absorb the primary colors):
Skin-09.png
The transmitted light on an object can also be scattering into and out of it, as a result of deviations occurring in the light (refraction) when bouncing inside. If as a result of these boards, light back out through the surface of the object (although different from the input points), a translucent appearance occurs on the surface: subsurface scattering:

http://www.youtube.com/watch?v=9T4ndSKeKWo
Subsurface Scattering by Juan Jimenez (in Spanish)

The following image shows the result after applying the scattering sphere. The Phase parameter defines the type of scattering that are applying: inward (positive values); and outward (negative values) to obtain subsurface scattering. The Scale parameter determines the amount of effect applied (although it is a value, the operation I will not just be entirely clear):
Skin-10.png
Note: when you apply scattering of a color (eg red), note that other colors are transmitted (green and blue). Therefore, the key of the object on the other end can vary unexpectedly (in our example toward cyan). While we could absorb some of these colors to lessen its effect.

To end our material we will apply some relief to his Bump owned by employing fractal generator Ridget:
Skin-11.png
In the next picture you can see the final result at the top of the diffuse to which we are applying only one color material; at the bottom of the material specular, which is about to have done most of the settings; and finally, in the middle, the result of mixing in a proportion of 30% and 70% respectively:
Skin-12.png
It is time to apply our materials to our model: Victoria 6:
Skin-13.png
Then we will use image maps provided with the model, to apply them to the Bump and Transmission properties of our material. In the next picture you can see the scheme for nostrills, lips and face areas (surfaces from DAZ):
Skin-14.png
Note: It would be nice to group pins on Octane geometries, so that could unify the pin connections for those who share the same material.

The following image shows the final result, after applying the textures:
Skin-15.png
I'm taking advantage of more panels in my scene, I'm going to play with the lighting of the rear panels:
Skin-16.png
In the next picture you can see, as we did for the sphere, the material behavior we have created:
Skin-17.png
Finally, to show the same image with ambient light:
Skin-18.png
Since ambient light uses a blue color and orange color to create the effect of natural light, the light received by our model differs from the artificial light used until now.

This would be to revisit the parameters seen so far with this new light. For example, I leave here the last render, which I modified the following properties: Absorption, Scattering and Roughness:
Skin-19.png
In sum, this is a process of testing and trials to get as far as possible, an acceptable result: cooking with colors (or rather with lights) ...

Regards

Re: Victoria 6 - Octane Standalone

Posted: Mon Nov 10, 2014 12:32 am
by raul_pier
Amazing.!!!