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Old 04-12-2011, 07:39 AM   #761
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Bruno, I can't tell if her sclera are supposed to be a different color, but you might want to bump up the gain on them if they're supposed to be white.
They are supposed to be olive green. Her complexion is also supposed to be weirdly green-yellow ;) She's a plant pixie and/or dryad bug or somesuch.

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When is this light kit coming out.
Ideally, I'll be submitting it to DAZ by the end of this week, and then they do their thing and we have to wait for them to spit it back out again :)

<product placement>It's a "theatrical light gel" system, featuring a full light housing to prevent the spot "leaking" out from around the gel glass, and with an additional gobo layer for the option of mixing shadow masking with colour gels. A total of ~140 gels and gobos are included. The gobos are fully compatible with Paolo's softbox freebie (and vice versa, gobo presets for Paolo's softbox will work on our gel system.)</product placement>

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Is there a fur-renderer for Lux that I'm unaware of? (Seeing as you pointed me to it.)
The Blender exporter will convert Blender dynamic hair to (as far as I can tell) an individual-strand geometry for LUX. This unfortunately requires you to be working in blender for at least part of your scene.

I've had good luck with merging LuxBlend-exported objects/materials and Reality-exported objects/materials in the scene file so far, but I haven't been brave enough to poke at the dynamic hair in Blender yet. I can't even find the panel for it!
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Old 04-12-2011, 02:26 PM   #762
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Fur is challenging in any CGI package (there are definitely those that can do it beautifully! they're spendy though, and it's like a kick in the face when your machine tries to render it)

I'm back, with a sparkly little plant pixie. She's more of a traditional pixie than a DF one, but she'd do as an NPC or as an adventurer in her "street clothes" :)
Hey, it looks AWESOME! I love how the lights ended up! Now, she's a little creepy, as fae should be
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Old 04-18-2011, 01:36 PM   #763
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I've been working on an updated image of Aurora.

My problem is that after 4k samples, it looks the same after 10k samples, other than me brightening the image by reducing my f/stop from 20 to 19.

An additional 30 hours in engine (with 2 computers rendering on it), doesn't seem to have made any, noticable, changes.
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Old 04-30-2011, 08:49 AM   #764
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10 hours cooking, still needs some polish, but boy howdy do I like this dragonblooded.
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Old 04-30-2011, 12:55 PM   #765
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10 hours cooking, still needs some polish, but boy howdy do I like this dragonblooded.
Nice!

Only, personally, I imagined the dragon-blooded with vestigial horns and bone spikes, and the pose looks like he's about to fall back. In fact, it seems like he's "hearing the call of nature", and not in the DF Druid meaning.

Also, I'm not seeing Born Bitter. Can you play a little with the skull geometry?

Anyway, for the rest, it looks awesome. I like the light effects on the scale texture. Still, the scales seem a little dull, but hell, he's a druid, he lives in the wild.
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Old 05-02-2011, 08:30 AM   #766
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Nice!

Only, personally, I imagined the dragon-blooded with vestigial horns and bone spikes
He's already got plenty of those :)

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and the pose looks like he's about to fall back. In fact, it seems like he's "hearing the call of nature", and not in the DF Druid meaning.
It's one of those things that you don't see until someone else points it out, and then you can't UNSEE it. I'll see what I can tweak there.

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Also, I'm not seeing Born Bitter. Can you play a little with the skull geometry?
Yep. Perhaps a little more muzzle and draw the mouth corners back more...

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Anyway, for the rest, it looks awesome. I like the light effects on the scale texture. Still, the scales seem a little dull, but hell, he's a druid, he lives in the wild.
He's got the OPH: Dirty Hippy apparently. I should put more dirt on him, and see if I can make an ivy vine kilt or something...
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Old 05-03-2011, 02:51 AM   #767
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I hate to say it, but he does look like he's squatting.

Otherwise, awesome work (as usual), Bruno!
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Old 05-05-2011, 04:13 AM   #768
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I had made an off-handed reference about doing an image of Aurora as a City of Heroes MasterMind. It's a work in progress, since it's huge and has over 200 light sources. Even with two, eight-core I7s hammering away at it.

After goofing with the image some more, I think I prefer this night time version, better.

Last edited by Mark Skarr; 05-05-2011 at 01:50 PM. Reason: Update link to bring it into my naming conventions; added 2nd picture.
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Old 05-11-2011, 03:02 AM   #769
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All right. There are a lot of issues with this picture, but all I care about is feedback on how the fur looks.
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Old 05-11-2011, 10:53 AM   #770
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All right. There are a lot of issues with this picture, but all I care about is feedback on how the fur looks.
Still not really all that good. The texture looks more like upholstery than fur (fur generally has distinct linear patterns), and the edges are too sharp (fur generally produces an irregular or blurry edge). I don't know how practical this is, but if there's a way to treat fur as a thin layer of something semi-opaque that scatters light that would be ideal for the edges.

Some real cats for comparison. Also a sunlit cat to show what I mean about fur and light.
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