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Thread: New Life for my older assets

  1. #1
    Curmudgeon in Training Ma3rk's Avatar
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    New Life for my older assets

    Been a long time coming so a bit of a ramble, but I'm finally able to slowly convert Daz scenes into Lightwave. Definitely not a couple clicks & your done but now I've a workflow.

    Initially, this was motivated both by just having more control in LW. But until I got the new system, I could barely even enable Iray in Daz and only for a couple minutes as it would over tax & shutdown the aged Win7 system. Now, not only can I go full HD & crank up the settings with Iray, easily maneuver, plus I'm able to have both Daz AND Layout with VPR open at the same time! That's what allowed me to finally spelunk the labyrinthian Daz Studios UI to dissect surfaces, etc. Still many mysteries though.

    There is one issue and I think is happening with the FBX export & how Instances get handled. Maybe there's some sort of baking step I could do first but I'm not exporting animation. Anyway, some parenting hiccups occur and most are easily correctable. Some just aren't and have yet figure out how they're different. I use a script in Daz first to convert Instances to Objects before exporting, but there are no options so you get what you get. Tried to get more info on Daz forum & pretty much just got crickets.

    The process of making the FBX results with EVERYTHING getting parented to a new Null named the same as the item. Department of Redundancy Dept. Cameras come in positioned & aimed & match Daz's, but I do an unparent in place & get rid of the null. The Daz Cam themselves all get set to 640 x 480 and everything else to mins. Setting the dims is no problem but the focal lengths don't quite match. I eventually replace them but nice to have the same view as in Daz to begin with. Lights come in positioned but not aimed correctly. Usually it's just a +/- 90 or 180 on P or B takes care of that, but they'll get replaced too. Daz has a SunSky and various Iray & effects settings, but haven't found the equivalent in LW yet. I prefer an appropriate HDR as a base, no camera or lens effects, & add specific lights were needed. Props with lighting elements I rework & convert to Primitive lights.

    The exported textures only bring in the base color & maybe a bump or normal for a Standard surface, so for PBR you'll have to build on your own. The rest are in the original Daz folder (if the product has Iray textures) so just a matter of copying over to the newly made .images folder the FBX extraction created. I rename & move that to a sub of the newly created scene folder, launch the scene & relink the first image when the requester comes up & the rest it finds, and remember to do a Save All.

    With lighting establish, then comes the task of retexturing. More on that later.

    I've several of his products that I'll revisit but since it was on sale, decided to give Stonemason's "Streets of Morocco" a go. So after about 3 days whanging away, I finally got to make some renders yesterday:

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    "Never be a cat in a cartoon. Never." Chief Wiggum

  2. #2
    Great renders!
    I can picture an Indiana Jones type character running
    Through the scenery. The lighting and textures tell a story.

    Congrats on the new setup as well.
    what are the specs of your new machine?
    3D Artist http://www.mike3d.com
    Fine Art Portfolio http://www.macb.ca

  3. #3
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    Attached renders remind me Counter-Strike...
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  4. #4
    Curmudgeon in Training Ma3rk's Avatar
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    Quote Originally Posted by macb View Post
    Great renders!
    I can picture an Indiana Jones type character running
    Through the scenery. The lighting and textures tell a story.

    Congrats on the new setup as well.
    what are the specs of your new machine?
    Thanx.

    It's a Boxx Systems Apexx T3
    AMD RYZEN THREADRIPPER 2990WX Processor (3.00GHz) 32 Core
    64GB DDR4-2666
    2x NVIDIA Quadro RTX 4000 8GB

    The Daz scene has some Iray camera presets that are for my taste a bit over the top with Bloom, Vignetting, etc. on some of the camera angles, but worth playing with. It also uses block object around the entire set used for atmosphere. Not sure how it's attributes work with Daz's Iray + mixture of SunSky, Uberlight though. It's a pretty good sized set: https://www.daz3d.com/the-streets-of-morocco

    I'll revisit & work on the atmospherics at some point.
    "Never be a cat in a cartoon. Never." Chief Wiggum

  5. #5
    Curmudgeon in Training Ma3rk's Avatar
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    Quote Originally Posted by Sensei View Post
    Attached renders remind me Counter-Strike...
    I'm more the Sniper Elite type, but ya some of the games these days are pretty impressive. Unfortunately one of the games that doesn't like the new system is Assassins Creed: Syndicate. I was really looking forward to playing that one with all the graphics enabled.
    "Never be a cat in a cartoon. Never." Chief Wiggum

  6. #6
    A.K.A "The Silver Fox" Gungho3D's Avatar
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    Quote Originally Posted by Ma3rk View Post
    … after about 3 days whanging away, I finally got to make some renders yesterday:

    Click image for larger version. 

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    Click image for larger version. 

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    NIce work Ma3rk, really nice! …

    I love the look and feel of the place, there's a sense of "something about to happen"

  7. #7
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    What I meant that you should make entire map for game with this style..
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  8. #8
    Curmudgeon in Training Ma3rk's Avatar
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    Well, even when you think your done, your not. Started to look around beyond the original camera views & comparing things; finding objects (probably instanced) with same named surfs but using different maps in the original, smoothing toggles &/or angles, etc. Backed the camera into a shaded archway and found it completely goobered; wrong map & no UV set (these are all using Object UV). Happily, that took only a few minutes to fix; using one of Oliver's tools, the PBR Importer.

    Once I got that all corrected, all sorts of detail popped out. Pretty decent test of how close I can get the cam & exposure range which looks as if it can take quite a bit more. I hit these with a minor curves tweek to snap them up just a bit.

    Oh, and that's Camelia who wandered into the bg.

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    BTW, decided to run some tests using the new GPU Noise filter since I can now. It didn't eliminate one hit in particular, in fact made more prominent, but it was one ding that the non noise filtered / DeSpiked render had as well (shown here), but at nearly 1/3 the render time. Differences aren't apparent but there is some when checked in Photoshop using a Difference mode overlay. Not every angle has that sort of render time reduction, but think I'll make it part of my normal workflow.

    Click image for larger version. 

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    "Never be a cat in a cartoon. Never." Chief Wiggum

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