HOME | DD

Explanoite — Delicious Tentacles by-nc-nd

#food #sciencefiction #scififantasy #tentacles #dazstudiopro49 #cybermisfit
Published: 2016-07-12 13:41:54 +0000 UTC; Views: 458; Favourites: 4; Downloads: 6
Redirect to original
Description something something tentacles. I was gonna write up something about how the food she's eating is a semi common delicacy, but I got like 30 minutes of sleep last night so forget it. I am also very cranky because I am almost positive there is something wrong with the way the Stephanie 5 skin works with shadows (or anything less than total sunlight) under the Iray engine and, like the Rhiannon/Piercings render, I spent an absurd amount of time trying to get her skin to not be all grainy. Then after a 4 hour render I discover that reflective aluminum does freaky weird things to the tentacles. I should have stuck with the default glassware for the material choice.

There is also some kind of weird glitch where DeviantArt thinks that this is Mature Content because my previous submission was Mature and I saved the submission settings. Hopefully it is just on my end and this will display properly. If not, and you found this image because you saw "tentacles" and "mature" and were hoping for something else, I really do apologize.

Credits:
Singers of Chzor (Daz3D)
GIS Orion (Daz3D)
Northern Terrace Kitchen Utensils (Daz3D)
Dawn's Solar Suit by Cybrea (freebie)
Set of Liqueur (Daz3D)
GIS for Genesis Male (Daz3D)
Dystopia Furniture - presumably by Stefan Morell (freebie)
Related content
Comments: 8

FanArt3d [2016-07-12 19:20:26 +0000 UTC]

Turnabout is fair play.  They eat us we eat them circle of life.  This is a really great render.  There's a lot of cool stuff going on here. You got caustics, refraction, refraction, transparency through reflection and refraction, and some great pose work.  I really like the atmosphere.  It's very reminiscent of some great scifi movies.  I really like the lighting and how the white materials have this emissive quality.  I also really like her pose.  She is really tearing into that chzorcchini like it's delicious.  The aluminum material looks really good in this.  The distorted reflections makes it look like there's a few dings in the container, and it looks realistic.  It the scaled down version that DA displays you can hardly see any graininess.  I downloaded the picture and I see what you mean with the aluminum.  Unfortunately the only solutions I can think of will make the render time much longer than 4 hours.  All in all it's still a fantastic render any way you look at it, and like I said the scaled down version looks perfect.  Great job on this one.      

👍: 0 ⏩: 1

Explanoite In reply to FanArt3d [2016-07-12 23:27:35 +0000 UTC]

That explains why there are tentacles on my Lion King OST CD.

I was originally hoping to work with and show off the subsurface shader qualities of the Chzor tentacle materials, but my Iray skills aren't good enough to really draw that out in the way that I wanted, so I ended up including some other fancy effects so I could at least get some experience with them. I learned that glass is not easy to mess with unless it is a small, simple object.

The aluminum issue must be related to how SSS converted to Iray Base materials interact with mirrors. It's something I should probably explode using the Material Ball room sometime.

I wasy considering declaring July to be Tentacles and Chzor Month, but Delicious Tentacles was so frustrating to produce (rendering times for an image of comparable quality to this averages 40-80 minutes for me, not 240 minutes) that even though my difficulties had little to do with Sickleyield's product, my muse has panicked and lost her focus for now.

Eventually though I will resume with this. I have IDEAS for things to do with the Singers of Chzor. I may not understand Iray material surface settings fully, but I understand Daz Studio enough that I should be able to pull off something neat... In fact, maybe I'll go give that a try in a little bit.

👍: 0 ⏩: 1

FanArt3d In reply to Explanoite [2016-07-19 10:16:24 +0000 UTC]

Exactly.

I'm not an Iray expert, but I have been spending the last 9 months becoming very familiar with the inner workings of PBR engines like Iray and Superfly.  I've found  that a lot of magic tricks I spent many years learning to add realism to renders like SSS have gone by the wayside.  Subsurface scattering is something that occurs naturally in a PBR engine like Iray or Superfly.  I've had to load simpler skin shaders without sss because it compounds the effect greatly.  If that's the problem here then Dazstudio handles it exceptionally well.

That sounds like a good place to start.

Well she can't have gotten far I'm sure you'll find her.

I look forward to seeing what you come up with.

👍: 0 ⏩: 1

Explanoite In reply to FanArt3d [2016-07-20 03:54:37 +0000 UTC]

Interesting. I'll definitely keep that in mind about SSS tech. I'm already testing and redoing certain assumptions and elements from my previous works and discovering how many things I've been wrong about - why certain renders take longer than others, etc. It helps that I'm finally willing to take some time to do run some very deliberate, specific tests, sometimes using the Daz Material Shader preview room, to try and figure out how things work - instead of blindly changing a single setting in the middle of a large scene and hoping that it makes things better, and then getting frustrated and undoing it if not.

You have also single-handedly rekindled my muse, and if it wasn't for these comments from you, would not have gotten made.

👍: 0 ⏩: 1

FanArt3d In reply to Explanoite [2016-07-22 03:07:31 +0000 UTC]

The same is true for other magical effects like ambient occlusion.  The lights will naturally create that effect.  I was told by somebody a lot smarter than me that basically anything that doesn't occur in real life will make a PBR engine do wacky stuff.  That was of course no help to me at all.  You have the right idea.  Jumping in and doing a million test renders is the only way to find out what, why, and how it all works.  I've been doing that a lot myself the past two weeks and many a mystery has unravelled.  Just keep pressing on in the shader preview room.  I'm pretty confident that soon you will get the gist of what the rules are, and then you will be able to bend them and create a little magic of your own.

I'm glad I could help out.  Rory's Fate looks awesome by the way.  Well the render looks awesome not what's about to happen to him that would be pretty terrifying.  Anyway I'm on my way over there to take a closer look at it.  I already see some great things from here.  Good luck and may your render quality be high and your render times low. 

👍: 0 ⏩: 1

Explanoite In reply to FanArt3d [2016-07-22 04:33:35 +0000 UTC]

"anything that doesn't occur in real life will make a PBR engine do wacky stuff"
That makes things much easier to understand. Granted, some official documentation would be fantastic (I really REALLY want to meet the person who thinks that helpful documentation means listing the button/menu options in a program - as if that were somehow more helpful or informative than looking at the options on the screen in the program itself), but that confirms that if a button option just doesn't make any sense (like the ability to tell an object to stop casting a shadow without changing the materials in any way), that it doesn't actually work. Or at least it won't work properly.

I'm glad to hear that Rory's Fate came out great! And don't worry, Rory is a pretty terrible guy. I try not to make 1 dimensional pure good or pure evil characters, but his archetype is pitiless thug. I'm not (necessarily) saying that ANYBODY deserves to get eaten alive by three hungry baby mutant alien tentacle monsters, but if somebody had to get eaten, he's one of the ones the CyberMisfit world will mourn the least.

👍: 0 ⏩: 1

FanArt3d In reply to Explanoite [2016-07-25 16:34:06 +0000 UTC]

I didn't get it when he said it, but  I learned that he meant nodes that are like postwork in photoshop like an ambient occlusion node or certain types of glossy nodes.  Also real lights don't have images attached to them which is why some PBR engines just ignore IBL or translate them strangely.  The same is true with colors.  In a separate post he mentioned that there is no perfect black or white colors in this world so that's why you get funky results with them.  Yeah official documentation would be fantastic.  Especially if it came with more than just telling the user what the program can do instead of how to do it, or just telling you how to access a feature without telling you what it does.

Hey that rhymes you're a poet and you didn't even realize it.  I love saying that it usually confuses people and gets a laugh.  I know the type.  I've worked with Rory types before under similar circumstances minus the tentacle monsters and cool weapons and gear.  I really would never want any of them to get hurt, but if it happened there would be a tiny tiny tiny dark part in me that would think "HA".  It's a very very very very very small part though, and it would only be for a split second.  

👍: 0 ⏩: 1

Explanoite In reply to FanArt3d [2016-07-27 00:29:28 +0000 UTC]

I assume that if any sane person were to witness what happened the Rory, their immediate and overwhelming response would be fear and fleeing.

👍: 0 ⏩: 0