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WIP MEC4D - Creations for Dawn 2 and Dusk 2 , work in progress

MEC4D

Zbrushing through the topology
Contributing Artist
having fun with AVA shape
click for bigger image

AVA_add_mec4d.net_2022_Dawn2.jpg
 

MEC4D

Zbrushing through the topology
Contributing Artist
@MEC4D How'd you get the ground shadows to render? Last I knew Poser had problems in SF when it came to catching the ground shadows. So... how'd you do it?
You need to have the last update of Poser12 , go to the Material room , select the ground ( floor) and on the Poser surface check the Shadow Catcher only, then set the diffuse color to 255 RED, now the ground will only catch your shadows and nothing else .
They fixed the issues , I was not so happy with it in 2020 as I could do not much , but now it is perfect .
I also made shadow catcher for cycles root node , but what Superfly is using now is the same I believe but internal .

P.S you need also to have perfect HDRI that generate correct shadows , so fake HDRI will not produce any or very little . The proper EV for light HDRI is 20EV +/- , now I can create HDRI with spotlights and have it rendered as one map and move between the programs .

I am also preparing my own HDRI products for Poser12 , to make the HDRi visible in the viewport for reference while working
 

Sunfire

One Busy Little Bee
QAV-BEE
Contributing Artist
You need to have the last update of Poser12 , go to the Material room , select the ground ( floor) and on the Poser surface check the Shadow Catcher only, then set the diffuse color to 255 RED, now the ground will only catch your shadows and nothing else .
They fixed the issues , I was not so happy with it in 2020 as I could do not much , but now it is perfect .
I also made shadow catcher for cycles root node , but what Superfly is using now is the same I believe but internal .

P.S you need also to have perfect HDRI that generate correct shadows , so fake HDRI will not produce any or very little . The proper EV for light HDRI is 20EV +/- , now I can create HDRI with spotlights and have it rendered as one map and move between the programs .

I am also preparing my own HDRI products for Poser12 , to make the HDRi visible in the viewport for reference while working
Thank you, both for the information and for the warning on the new product you're working on for the HDRI. Look forward to seeing it, and hopefully buying it when it comes out! :)
 

MEC4D

Zbrushing through the topology
Contributing Artist
I am redoing the bun hair textures with the last invocation , 3D to 2D (virtually ) strand by strand , I just made some tests , each little strand have own proportions of individual color , translucency and place in 3D space , but everything just on 2D textures , it is gonna be great for doing eyebrows and trans mapped eyelashes or quick fur.
 

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Miss B

Drawing Life 1 Pixel at a Time
CV-BEE
Looking great Cath. I'm especially liking the 6th one, but then red's my favorite color. ;)
 

MEC4D

Zbrushing through the topology
Contributing Artist
I was thinking , if I go with smaller strand hair diameter , it would looks better on very close up look but from far away it would be not even be visible at all since that are trans-mapped cards hair and not real strand hair

Textures 4x4 K scalp cap only
 

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Miss B

Drawing Life 1 Pixel at a Time
CV-BEE
Hmmm, that last one, at a distance, isn't all that bad. When I think of "distance", I think of a full body render, as then you wouldn't be able see much detail in the hair. That's why closer renders, with highly detailed hair, takes so much longer to render.
 

MEC4D

Zbrushing through the topology
Contributing Artist
With full body render you will not see the fine hair anymore not even the fly aways if I do smaller and to get them visible will take longer rendering time and need higher pixel rate . This was rendered with 100 samples
Hmmm, that last one, at a distance, isn't all that bad. When I think of "distance", I think of a full body render, as then you wouldn't be able see much detail in the hair. That's why closer renders, with highly detailed hair, takes so much longer to render.
 

MEC4D

Zbrushing through the topology
Contributing Artist
Since it's a hair cap, smaller strands won't cost any more processing power, right? So, if it's not too much trouble, can we haz smaller? :flowers:
it render very quick , but from distance you will need to use higher a mouth of samples to catch each hair if it is smaller , there will be another 9 layers on top beside the scalp cap think about that .. I will make another tests and see how it goes.
Take a single hair in your hand and make full body picture , you will not see the single hair in that picture lol
 

DanaTA

Distinguished
it render very quick , but from distance you will need to use higher a mouth of samples to catch each hair if it is smaller , there will be another 9 layers on top beside the scalp cap think about that .. I will make another tests and see how it goes.
Take a single hair in your hand and make full body picture , you will not see the single hair in that picture lol
I've not worked with strand hair. But tell me, if it's just the scalp cap and will be covered with 9 more layers, why would it need to have such fine detail? What am I missing or misunderstanding?

Dana
 

MEC4D

Zbrushing through the topology
Contributing Artist
I've not worked with strand hair. But tell me, if it's just the scalp cap and will be covered with 9 more layers, why would it need to have such fine detail? What am I missing or misunderstanding?

Dana
It is not a strand hair , I painting it in 3D dimension , so normal and displacement are 3D dimensional and not just made from 2D .. giving the effect of a strand hair , fine details are needed since the edges will be not completely covered and it also use translucent shader so this type of hair construction needs all the details to work fine
 

MEC4D

Zbrushing through the topology
Contributing Artist
And just like that, the fine hair becomes a better choice lol , it works just fine , I used 0.06mm diameter for the hair and can't go smaller before it disappearing , now going to be lost of work doing the rest of 9 layers . Also if you want more flat look you can switch off the other layers as that was Chris idea on the model design to give the hair some volume /fly aways etc..

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