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Prior to my buying the Terawell Design Doll software, I had been experimenting with morphing existing Poser-compliant figures, or importing anime-style figures for Poser use.
After I bought the Design Doll software, I found that I could generate anime-style geometries, but I was still left with cleaning up the geometries (I used Shade3D software for this) and rigging the figure for use inside Poser software.
Also, there are no textures for the head or nails of the Design Doll geometries, so I had to create those on my own. I created my own geometry hair for the figures using Hair Salon in Shade3D.
I did try transferring the Poser Lo-Res Male rig to one character geometry, and it seemed to work (I will indicate which images are these ones.)
I made additional geometries for eyeballs, eyelids, and eyelashes, because these are not included in Design Doll output. I modelled clothing for the figures using Shade3D; I also re-fitted some clothes from Poser 4 Male (a low-poly default Poser character and clothing) to fit my Design Doll figures in Poser. Finally, I tried using Non-Photorealistic shaders during renders.
Looking back, I think that for what tools I had, this was about as far as I could go with creating an anime-style male character. My work flow and processes changed dramatically after Vroid Studio was released.
Here are my renders of my early attempts for the record.
(LEFT:) Just a short video showing how I imported a BVI animation to test how my figure animates inside Poser software.
(BELOW:) I used the Poser Lo-Res Male rig for this version of my Design Doll figure in Poser. Clothing and hair by me. Face texture by me.
(BELOW:) Because the figures are fairly light-weight (ie, lo-poly), my old computer hardware could handle the memory load with more than one figure in the scene.
(BELOW:) I show the different render styles for my Design Doll rigged figure in Poser software.
(BELOW:) I created geometries for eyebrows (using MakeHuman !), eyeballs, eyelids, and eyelashes, and used them as parented props to the head. As mentioned earlier, these features are not created in the Design Doll software.
(BELOW:) I tried some funny texture shader on the whole figure... ha ha
(BELOW:) Just a short video to try out the Funny Floral textured on my rigged Design Doll inside Poser software.
Render Passes is a function inside Poser, which allwos user to render out various types of images of ths same scene and camera view, for later compositing inside in external image editor. Or that is what I understand of it anyway. So I tried it once or so, but did not find it useful for my type of projects.
Well, I may have already uploaded this to my website, but I am adding it here for now. Information is on the graphics.
I used the Jun character for the Michael 4 figure.
The Marina Bay Sands and the Art Science Museum of Singapore.
It's experimental. I need to go back to developing procedural shaders for the PBR node. Am not really liking the image-based input texture version.
https://www.renderosity.com/rr/mod/forumpro/?thread_id=2957950
2021 February 28
With quite a lot of trial-and-error, I managed to make a render from Daz Studio Pro into an image with anime-style colours, using iBisPaint X on my iPad.
I did try with several other apps, but frankly speaking, the results were not exactly close to the one I wanted. There is a limit on iBisPaint X largest image dimensions it can handle, so that is a limitation.
Images below.
Left: iBisPaint editing result. Right: Original rendered output from Daz Studio Pro.
I used 3rd-party assets.
I can say that GIMP and Krita cannot provide the same degree of efficiency in changing the photorealistic render into anime-style colours and look. I tried doing colour transferance but it doesn't work to my satisfaction.
I have a thread at Daz3D forums showing my HDRI-lit scenes using Daz Studio Pro 4.15. There is no other light source in the scene; all illumination comes from the HDRI.
Daz Studio Pro has cameras which have spherical lense option. This means that the software can be be used to render 360 equirectangular images using 3D environment and architecture components, and a third-party 360 HDRI applied to the Dome to illuminate the scene (and with dimension of 2:1 width:height).
This in theory would be great for adding actual 3D content to a 360 scene and using the render for another scene with figures. HOWEVER, Daz Studio Pro cannot save the rendered equirectangular image as HDR or EXR format. This effectively means the second generation equirectangular 360 image has lost its capability to illuminate a scene.
There is a fix by SlickSHWart at DeviantArt, and I have tried it. The method I tried is here:
https://www.deviantart.com/slickshwart/art/Converting-an-SDR-Panoramic-image-into-an-HDRi-817801766
With the 360 image processed using the SlickSHWart method.
With the 360 image without using the SlickSHWart method.
Here are the resuts of two test renders I made my HDR images as 360 backgrounds and illumination source. There are no other lights in the scene; all illumination comes from the image applied to the Environment dome. I am using 3rd-party 3D assets and rendering with iRay in Daz Studio Pro.
I used the SlickSWHarts method to improve my 360 images rendered using Daz Studio Pro camera with spehrical lense. Note that DS Pro does not save to HDR fromat, so I had to use the SlickSWHarts method to adjust the image and produce an HDR format file.
Until I got my new hardware rig, it was not possible for me to pull out off the stops and switch on all the additional rendering settings in Daz Studio Pro.
I have made 2 test renders. In both, I have used all SSIM options, Bloom etc, Tone-mapping, all de-noisers, and so on. The most interesting result I got was the difference when using Spectral Faithful and Spectral Natural.
In this scene, I am using a 3rd-party HDRI in the Dome option of the Render settings. That serves as my only source of illumination in the scene. Camera settings are my own; rest of the 3D assets are 3rd party.
The first image is done with Spectral Faithful, the second image is done with Spectral Natural (darker face).
Render performance testing on my new PC rig using Daz Studio Pro:
I discovered that a high-quality HDRI is key to getting a good render result. With no other illumination in the scene, an HDR image that is unclipped is key. With a poor quality HDRI, I got image artifacts; with a good HDRI, I could even see the detailed special effects makeup on the figures face.
(However, for some reason unrelated to the HDR illumination, the bloom effect is unsatisfactory - it has multi-coloured artifacts. I need to fine-tune the bloom setting.)
I note an increase in the rendering time for the high quality HDRI. But the memory consumption attributed to textures is no different both optimised images, i.e., 564+ Megabytes. In contrast, the pre-optimised scene consumed 1.2 Gigabytes of memory for textures. (I used VG3Digitimes' Scene Optimiser script).
The rendered scene using a low-quality HDRI as illumination source.
Image is blurry, bloom effect throws up rainbow artifacts, and overall colour is sallow.
Texture Memory Consumption in the low quality HDR case.
Rendering time under 10 minutes int he low-quality HDR case.
The rendered scene using a high quality HDRI as illumination source.
Texture Memory Consumption is 564.5 Megabytes (post-optimisation), which is not different from the low quality HDRI case. So, the software does not count the HDR size toward texture memory.
Rendering time with high quality HDR as illumination source is over 22 minutes.