Vollständige Version anzeigen : GeoControl 2 in Daz
I placed a GeoControl 16bit tiff file at 2048 in DazStudio just out of curiosity to see if that application could handle a large terrain using the displacement tab and it turns out it works quite well. It's a crap render but this again was a quick test.
This only took 2 minutes to render at average settings.
Strange to me it looks like 512 or 1024 actually. Sure that it's a clean 16bit import? ( not 8bit )
I double checked. It's read as 16bit. It's just a crap render test. Also i saved it as a jpg so what ever artifacts are there it's just a result of the jpg compression.
Why do you post crap renders here then :P
It's just a ''test'' to see how DazStudio could handle a large size GeoControl export for displacement. Normally i use high quality renders. Once i figure out how to layer shaders and lights i will render better results. I never used Daz for these types of renders before so it's a first.
Crap is more of a term i use for tests. My Modo tests are crap to :) so nothing i do is final because it never looks the way i want. Most of the time software never gives me the results i need.
Well, a very interesting experiment.
This has no similarity to 8bit terrains. They show stairs. The quality of the displacement is allright. As to see, the alpha-selections do also work well.
The sense of using DAZ would be to fill the image with many other "objects".
I think, if you want to make good landscapes, with objects or without, only the classical softwares have all the funtions you need:
A good atmosphere, environment distribution functions, object distribution (for vegetation) and a good memory management for terrains.
Yeah, this was to show some "dazzers" as they tend to be called that this could be done and it's easy enough to throw in some additional objects, a sky dome, etc. I will by no means continue to use this for terrains because it's not great but so-so. :)
I will of course continue using what i have been using which is usually Carrara or Vue depending on what i am doing. Modo seems to heavy for my system unfortunately. I had the basic terrains for Modo down but anything else is to much.
Yeh, I think it's a worthwhile experiment. I do lots of crap tests...all the time lol. One day you'll get a good render out of me!
monks
neon22
9.October2008, 00:00
This is useful to do in Daz because the end result can receive shadows.
So the user can import the terrain and render (Daz uses 3Delight Renderman renderer) Daz components with shadows cast onto the correct features (using Relight or PWCatch). Then combine in a compositor.
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