oldschool + cutting-edge

This is something I am extremely fond of. Extremes working together for a common cause.

This is a fragment of a render I was working on. It features a combination of DS Default shader (which has recently been “retro-upgraded”, i.e. it has had the “skin” parameters exposed again without the need to recreate the material in the Shader Mixer – the way it was with the original DS release, the 1.x line; again, I am not that much of a dinosaur to have witnessed it myself – but I have seen ancient tutorials about using it…) and a geometry shell overlay with a shader doing “physically-based” highlights and reflection.

The “skin” parameters are a lovely addition to the toolset – not just for finetuning quick “fake SSS” on skin materials (which can look damn lovely in long shots and with a little postwork, particularly when using “toon-y” morphs), but for “fake Fresnel”, sort-of-velvet and similar effects. The rose uses the “skin” parameters with colours adjusted as appropriate for petals and leaves.

gaia_accesso_rose

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2 thoughts on “oldschool + cutting-edge

  1. Dinosaur?! *rofl* Good thing I’m not insecure about my age, my first DAZ Studio experience (a horrible one, might I add) was with the old beta version, 0.9-something. :D
    That’s a nice render. I really like the way the rose came out, and how it catches the light.

    1. Anyone who has been with DAZ3D since well before Genesis came out is a dinosaur, but there are various stages of being one =D You wouldn’t believe what the forums are like these days, it seems almost everyone is a “new user”.
      And – thanks =) The rose on the whole uses the default DS shader in the “skin” mode, with “sheen” and “scatter” colours of this “skin” mode, as well as the specular colour, being set to shades of green for the leaves/stem and shades of purple for the petals. Then, the leaves use a geometry shell overlay with my shader that does the physically plausible reflection for the “water”, based on the strength map that came with the model (it’s either a bump or a displacement map, but as you can see, it doubles as reflection strength well – higher bumps = more water = more reflection). This is Cool Fever rose, from an old A3 outfit @ DAZ3D store.

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