Sunday, October 24, 2010

Underwater effects in DAZ Studio 3




Underwater effects are fairly easy to do -- same as atmospheric effects -- in DAZ 3D. You just have to know how. You can pay for plugins to do this sort of stuff for you, but they're a bit expensive ($30 or so), and they're also very, very heavy on system resources. I did get the particle animation plugin, and some shaders ... the reason you haven't seen them on the blog here is that even a fast system (quad core with 4GB of RAM and a 1G video card) falls over its own feet when you ask it to do that work.

And the fact is, you can save time and money and do it the simple way...

All the effects in these shots were done the exact same way as the atmospherics on the industrial planet in yesterday's shots. So ... what's the trick?

It isn't even a trick, just a basic knowledge of how primitives and maps work.

A primitive is a basic shape created by the software. It sits there like a big piece of gray plastic, waiting for you to do something with it. And to make something of a primitive, you apply maps to it. Primitives in DAZ come in several kinds. Cube, Sphere, Torus, Cone, Plane, that sort of thing. Remember your high school geometry?!

To make the effects you see in these shots today, all you need is the Plane and the Sphere. I also used a Torus (donut) for one of the effects yesterday -- I'll get to that later.

First, find the controls to make primitives. In DAZ, you've seen the bar menu across the top that gives you View, Render, Create, Tools ...? Look under Create. You get the option of creating lights and Deformers and (!) Primitives.

Play with making planes and spheres. Get familiar with sizing and moving them. Then, to do atmospheric effects with them, you need to know two things: 1) if you put an x-coordinate of -90 on a plane, it stands on end like a big, blank backdrop. And, 2) you can slap any kind of map your heart desires on a plane.

Penny starting to drop. Uh huh. Check this out:


There are no models in this shot. None at all. The ocean and the piling are primitives with maps applied. A JPEG photo of a length of wood was put onto a cylinder ... and for the water I used a DIFFUSE map, and an OPACITY map, and a DISPLACEMENT map -- and the same map served for both opacity and displacement. The sky is an old Bryce render I did months ago.

Now, a diffuse map is basically a picture which you want to appear on the object:

This is part of a photo I took a couple of years ago, from the end of a jetty in the late morning or early afternoon. Calm, green sub-tropical seas ... nice place we live in, I know! If you were doing an ocean-surface shot, you could make a plane and put this on it as the diffuse map. Then, you'd want to give it a bit of transparency (so you can see through it to objects below the surface), and you'd also want to suck the surface up, so it looks like there's a light chop.

You can use the same map for the transparency and the rucking:

That's pretty much what you need to know about mapping, in a nutshell! The maps are added in the Surfaces tab, and you play with the percentages till it looks right. (Also, surface water should have its reflectivity set, so it reflects objects above the surface.)

Now, when you go underwater you're also going to use maps ... same kind of map as the opacity/transparency map you see right here ... but for different reasons. Underwater, you don't see reflections, and but do get effect of dimness, and currents, and light striking through the water.

Make three planes and stand them on end with a -90 x-coordinate. Stand one in the background and make it dark blue-green, because this one is pretending to be ten cubic miles of water. Stand the second plane a bit in front of the dark one. Make it light sea-green and slap an opacity map on it ... the map makes swathes of this plane go transparent; the lighter parts show up against the darkness of the background, like currents and shafts of light angling through water.

You're halfway there now. Set the last plane to a lighter sea-green ... put the same, or similar, opacity map on it and stand it (!) right in front of the camera. Saaaaame effect, but now the currents and light-shafts effect show up between the camera and whatever models you pose.

I've used the Mirador temple, and a scatter of columns from the Eroc column construction kit. For the seabed I used another plane and put a grassy surface on it. Then I used a grass-carpet prop by Rhodi Design to create the effect of sea grasses in the foreground. The background is my trusty old terrain prop which was made in Bryce ages ago. I import it every time I need a hillside or a bit of ground for a character to stand on. This time, I scaled it up till it's huge, and used four instances of it, rotated around and positioned.

Last thing: lights. I used only two. One distant light -- white -- pretending to be the sun ... offset at about a two o'clock angle; one spotlight, orange, to put a little warm highlight on the top arch of the temple ruin. Both lights were cranked very bright and then deep shadow maps turned on.

The only other thing in these shots are some bubbles ... and they're just spheres, scaled and positioned, with the same opacity map on them, all colors (diffuse, specular and ambient and reflection) set to white, then the reflection turned up to 100% and the lighting model set to metallic. The down-side to the bubbles is, they take a long, long, long long time to render, so I didn't do them in every shot. I don't have time for 30-minute renders, halfway through which you realize something isn't right, so you cancel it and start over!

And that's it. Honestly! In yesterday's pictures I used the exact same technique to create atmospheric smog layers. The only thing I added was a torus, made huge and stretched, in the foreground. With an opacity map set, it became the mist layer close to the camera. And the repulsion fields under the ship were done with two nested spheres, both with opacity maps set, and diffuse maps used to get the colors, and the reflectivity turned up to 100% -- then I just shone a spotlight on them, and wham! Instant Arago field.

Now you know what you're looking at...


Same thing exactly -- just different colors. With the blues and greens and a character swimming in freefall, they eye sees water. With a sky and so on, the eye sees smog and dust. But the effect is worked the exact same way, right there in DAZ -- the free version -- without any plugins. Nothing to buy ... and as for the opacity maps, you can paint your own in five minutes -- those, you don't need to be buying.

The character swimming here is Michael 4, and he's wearing the Spartacos hair, which is great for this work because you can float it ... and it's the only hair model I have at this time which is floatable. Perfect for freefall.

Hope you enjoy playing around with all this. It's a lot of fun.

Jade, 24 October

***Posted by MK: my connection is intermittent, too slow for this. Seriously, guys, I've got dialup speeds. How are you expected to do anything these days, at 1990 dialup speeds?!!!

Saturday, October 23, 2010

3D SF -- characters, and an atmospheric world...


In the second segment of the new Hellgate novel (which is probably going to get a title-change to Flashpoint, though it will also probably keep the old title, "The Silence of Knives" as a subtitle ... there, that's more information than you needed!) there's a scene on a mining colony faaaar on the wrong side of the frontier, in the wilds of Freespace. This was very much on my mind when I started paying with a new toy I just got on sale (the space ship here ... Powerage's Power Lifter), and I couldn't resist going ahead and setting up the rest of this shot, with all the atmospherics. More about this later ... you're thinking, "it had to be done in Bryce! Nope. Done in DAZ Studio 3 in 2010, repainted in Photoshop in 2024).

Then...





You have got to recognize this woman! Very French, very chic ... she's an order of magnitude more intelligent than you are, and don't you forget it! She was running a project to develop a biocyber brain implant for agents in the field which was highly controversial, because the telemetry transmissions from these "chips" can be tracked, and they get agents killed.

Yep, you got it: Yvette McKinnen. The computer genius who dug the bugs out of the carrier NARC-Athena, and later on sent the AI spies into the DAC computers.




As I said above, these shots were rendered in DAZ ... but a lot of overpainting happened in Photoshop, years and years later, to spruce them up. I originally posted the DAZ renders, just as the came out of the engine, but, but but ... well ... see for yourself:



Join me tomorrow, and I'll show you how to set up the atmospherics in Studio. Let's take Michael 4 skinny dipping -- two birds with one stone ... a tutorial on how to do this stuff, and some beaut, exotic "ars gratia artis" images!

Jade, 23 October

Thursday, October 21, 2010

Character creation: at last -- Gene Cantrell








For a few weeks now I've been promising you Gene Cantrell, and at last -- I got it right, and here he is. This face and physique were re-re-re-fine-tuned ... "not quite so thickset," and then "not quite so old -- remember, folks in the twenty-fourth century are living a heck of a lot longer, so at 55, our Captain Gene Cantrell will be a guy the equivalent of maybe early 40s. Ish. This character design got the Mel Keegan stamp of approval, and I have to say, I'm absolutely delighted myself.

Gene Cantrell was the renegade captain who busted the original Aphelion syndicate out of the Jupiter system 25 years before Jarrat and Stone are rampaging all over worlds like Rethan (Death's Head), Avalon (Equinox) and Aurora (Scorpio). And of course the fifth NARC book, Aphelion, brings them right back to Earth, Mars and Jupiter, where elements of the poisonous old syndicate ave resurrected themselves, and the fight is on again.

A quarter of a century on, Gene is back in the great space cities of the Jupiter system, and I loved the next part. He and Stoney drew the deep cover assignment. Whoot!

One of the things I'm most pleased about, with these renders, is that almost all the textures on the costumes are my own. And they look a treat. The hairstyle for Gene -- showing a lot of silver, because Cantrell is comfortable with aging and couldn't care less that he has a few wrinkles and gray threads -- is Mature Mark, which I bought specifically for this character. The backgrounds are a mixture. That's Dupre's office, with the Venice skyline out the windows, and the ship background is the Station 14 set, which renders up beautifully.

One thing that did surprise me is how the character changed when I switched lighting sets. He looks older in Dupre's office, with those lights. As soon as I switched lighting sets -- I was quite astonished at the results. The lighting really does have a huge effect on how good (or not) we look. I swear, there's no difference in the facial model in any of these shots, the only thing that changed was the lights.

Next -- Yvette McKinnen. Then the Canadian engineer, Budweiser, and the carrier pilot, Helen Archer (if you imagine the name was inspired by Star Trek's Jonathan Archer -- dead wrong. Helen Archer appeared in Equinox a decade -- yes, ten years before Scott Bakula put on the Starfleet uniform). Then -- and this is going to be exciting -- Scott Auel and Janine Cruz. I've always pictured George Clooney as Scott Auel, so this'll be a challenge and a thrill. And of course Captain Cruz has to be an absolute knockout. So ... several characters left to go before I have the whole major cast down, but I'm getting there.

Jade, October 21

***Posted by MK: my connection is intermittent, too slow for this. Seriously, guys, I've got dialup speeds. How are you expected to do anything these days, at 1990 dialup speeds?!!!

Monday, October 18, 2010

3D fantasy: "They plan their escape"



Just three renders today, plus a kind of triptych of "in progress" shots ... because these are looong renders. As soon as you turn on loads of reflectivity, plus displacement maps and opacity maps everywhere, and a half dozen shadows to map too, even a fast system slows way down. But it's so well worth it, because the results are stunning.

Here's where I started -- click on this, see it at 800 pixels high:
The idea I started with was that I wanted to go back to the "Room with a View" shoot, and drive the camera outside, and look in through the windows. This was the original concept:
And you had so wonder, what happens when you take the camera outside and turn it around? So I basically started with the window and the boy. Changed the colors and textures on the skinsuit, and rendered one -- and immediately saw, "I'm wasting this idea." So I back the camera way off and added props ... plants, patio furniture, wine bottle, wall lamp. Then, another render, and it hit me. What the scene needed was the incredible visual flavor of the super-polished floor, which reflects absolutely everything:


I did raytrace one render to see if it made a big improvement, and the fact is, I actually prefer the deep shadow mapped ones. The raytraced render is too bright, and after five minutes messing about in Irfanview, trying to get it back to what I wanted, I decided to sacrifice the more complex shadows (and, truth be told, they're fantastic...) in order to get the overall visual flavor of the simpler -- and faster -- render.

Then, I thought -- what the heck? Add another character. And of course, as soon as you do that, the two interact and suddenly you have a scenario going. These two are captives -- very likely slaves, could also be hostages or war prizes, in the house of a conqueror. Maybe they even grew up in captivity there. But by now they've had quite enough of the whole deal, and they're out of there, tonight. In secret they make their plans. As soon as the boss is inebriated as usual, and sleeping with one or several of his fourteen wives while the guards snore through midnight ... they're out. Steal a couple of horses and be on the other side of the river before you know it.

The renders take an amazing number of props and support files:

Michael 4
Victoria 4
Mon Chevalier hair for M4
Evangelique hair for V4
Jagger skinmap for M4
Yaana skinmap for V4
Michael 4 Bodysuit
Andromeda -- the top
Ephi Arabesque -- skirt
Moonstone -- strappy slippers
change all the textures for my own
displacement and opacity maps (mine) on all fabrics
window wall, window corner from Fantasy Visions
change all the textures for my own
floor from Old Patio
reflection (white) set for the floor
furniture from ART Garden Escape
bottle and cup from Anardhouse
vase from DM Instances
potted tree from DM Instances
wall lamp from Fantasy Visions
six distatant lights
two point lights
shadows set on four of the lights

...and then about 15 or 20 test-renders to hit the "Goldilocks Spot," where everything is juuuust right. Which is why it's only three actual renders today. Same amount of time, huge levels of complexity!

Watch out for Episode 5 of our Yaoi fantasy very soon: Martin finds out what Leon's intentions are, after the brigand has gone hunting.

PS: you probably want a closer look at the costume Victoria 4.2 is almost wearing. That'll be my next post on the other blog. Not here, guys! I'd get my head handed to me...
Jade, 19 October