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In this section of my website, I will put the tips and how-tos which I have discovered while using various 3D CG software. Nowadays, I mostly use Poser, Shade3D, Daz Studio, Vroid Studio, Blender3D, and some other 3D software. I also supplement my projects with some 2D graphics software for textures, HDR tone mapping, and such-like. I prefer using procedural shaders where possible. I prefer using HDRI 360 equirectangular images to illuminate my scenes, and will render my own as far as possible, using 3D CG scenes. Content is not organised in any particular order - my objective is to upload as much of my content as I can find on my harddrives over the years. I plan to re-organise everything more logically at some future date.
Summarised in an Adobe Spark video which I uploaded to Youtube.
I discovered to my disappointment that my shaders for Cycles in Poser Pro 11 are not working the same way in Cycles 2 in Poser 12.
If I apply my Poser Pro 11 Cycles shaders inside Poser 12 which uses Cycles 2, the input images are set as cube projection by default, but they need to be flat mapped. So troublesome to change them manually !!
My Poser P11 Cycles shaders for 360 equirectangular images for the Geosphere also no longer work in Poser 12 Cycles 2 system !! Very annoying !!
After some experimentation, I found a solution: Use the Background node in Poser Material Room, Select Cast Light option. Then apply the 360 equirectangular image with the following shader tree -
No lights were added to this scene. I am using my own 360 equirectangular image with La Femme figure and Anime Girl morphs. The hair geometries are my own. The squareground plane has Vince Bagna's Superfly shaders applied to it and apart from some scaling changes, work perfectly fine in Cycles 2.
This is for Poser Pro 11
My preferred style is Non-Photorealism and in particular, a celshaded look closer to the Anime aesthetic. I experimented for many months, learning from Blender users in the pre-Evee engine days, hot to get a celshaded look in Cycles render system. I then translated the shader nodes over to Poser Material Room. Not all the Blender3D Cycles nodes were implemented in the Poser version of the Cycles render system, so I spent time adjusting the Poser Cycles Root Surface shaders trees.
In this slideshow, I show how I use an HDRI-illuminated scene and get the Cycles celshaders to respond to the environmental lighting.
How I exported an FBX format asset from Daz Studio Pro and use it as in imported FBX in Poser Pro 11.
All information is in the video.
Equirectangular images are useful for mapping onto full skydomes (of the appropriate geometry), to provide a 360 background in 3D CG scenes. Additionally, if the software permits mapping HDRI versions of the equirectangular image, the image can be used to cast light on the scene without need for adding virtual lighting.
For clarity, I should mention that panoramic images which are now easily created using smartphone cameras, will map correctly onto cylindrical 3D geometry, but not to full 3D skydome geometry. Only an equirectangular image will map correctly to a full 360 skydome.
And for added clarity, I should add that an HDR image is not the same as a 360 image, terms which are often loosely used and conflated with each other in CG. An HDR image (or HDRI) is a tone-mapped image and the format itself actually contains several bracketed images (in real-world photography, a series of images with different exposures). The HDRI lights the 3D scene. A simple Jpg or Png does not contain this information. A 360 image is an equirectangular image, ie, an image which maps correctly onto a full 360 geosphere (discussion of correct sphere geometry to use, is outside the scope of this discussion), and is used to provide background imagery in the 3D scene. So, ideally, one wants to use a HDRI which is equirectangular for one's full geosphere skydome.
Software I use: GIMP and Clip Studio Paint EX
Let's just focus on getting 360 equirectangular images done for this discussion (not the HDRI part).
There are several legitimate image resources such as FexyPano, Pixabay and Pexels. When looking for images, try to select scenery taken with the camera's landscape orientation mode, and with the horizon approximately midway of the image.
I use GIMP to work on the first part of this editing process. Because equirectangular images must be width twice of height, the first thing to do is change the image size to those proportions. Then apply Filters | Distorts | Spherize . In the Spherize pop-up window, change Mode to horizontal. Save the image with a different filename. (For this example, I use JPG format for convenience).
I use Clip Studio Paint EX for the next stage of this process. Create a blank new image in the equirectangular proportions (for this example, say 1200 pixel width and 600 pixel height). Next I import the image from the GIMP procedure.
Import | Pattern From Image, then under Tool Property, make sure the Tiling is set to Reverse, the Tiling Direction to Horizontal; uncheck the Keep Aspect ratio, and set the Scale Ratio W value to 50. Of course it looks weird, but at least it is equirectangular and the horrid seams are made less obvious.
Sometimes, the distortion is so great, that it is best to also set Scale Ration H value to 50. Then move the result to the upper half of the image. (In this case, the image will only map the top half of your 360 geosphere but there is no severe distortion). Save the resultant image.
END Of TUTORIAL
Here is my Adobe Spark presentation on this approach, which I uploaded to YouTube.
Here I show how I used a 3rd-party HDRI 360 image in the Background node of Poser software.
This discussion is for Poser Pro 11
The geosphere prop in the Poser default assets library is the one that will accept the 360 equirectangular image mapping correctly. Here I used the Cycles Root Surface with Cycles shader nodes to apply a 3rd-party HDRI 360 image. I used SUPERFLY render engine to render the scene.
I rendered WhiteMagus' cityscapes using Daz Studio Pro's spherical camera, with image dimensions of width and height=2x width. I used the resultant 360 equirectangular images in Poser, applying them to a spher geometry. The 360 image casts light into the scene in Poser. Here I show various 360 images I used to cast light, and how the scenes look when rendered in Poser. I am using the Pauline figure and my own clothing and clothing textures.
This video of my fast iRay render settings for Daz Studio was from 2017 and I had to do it because my computer hardware was (and still is so old), it chokes on the iRay rendering.
What I did with the renders after they were produced, was to run them through an AI-based de-noiser, such as the ones offered by Declan Russell:-
nVidia AI Denoiser
https://declanrussell.com/portfolio/nvidia-ai-denoiser/
Intel Denoiser
https://declanrussell.com/portfolio/intel-open-image-denoiser-2/
I choose the result which I like best.
Here is my Playlist of YouTube videos which I have added to my 3D CG AI VR favourites:
https://www.youtube.com/playlist?list=PLE965B82CF013F77D
They are what I feel are interesting as references. This list changes as videos are removed by owners or YouTube (for whatever their reasons), and I add to the list as I come across videos I thinkg I would like to refer to.
I want to make a comment about 360 HDRIs for both background and lighting. Technically speaking, you only need a good HDRI in equirectangular format. You do not need extra lights in your scene. The problem I am noting with SO MANY 360 HDRIs is that they are clipped. When an HDRI is clipped, it is basically useless for lighting your scene. It only contains one set of exposures in the HDRI format. A usable HDRI format must contain about 7 at least. It DOES NOT MATTER if your image is 40 Gigabytes large. It is still USELESS for lighting your scene. That is why you still need to add lights to your 3D scene !! FAILZ !! I cannot stress enough that you need to get an HDR format with multiple exposures embedded in the file.
A few whines and rants about HDRIs (again - yeah, see my profile: Grumpy Old Fart). Both users and photographers are nagged in this post.
First, know what you are buying/using. I belabour the point that HDRIs are not 360 images and vice versa. Many so-called experts in 3D CG conflate the two; to remedy this, go and ask a real-world pro photographer who knows the difference.
Next, make sure your HDRIs are not clipped. Check the EV value of the image. An unclipped HDRI retains a series of exposures within its file data. A clipped HDRI is no better than using a flat JPG, because it simply does not have the dynamic range in its file data.
Finally, if you are producing 360 HDRIs - yes, now I go for the photographers as well - Make sure you adjust your camera height to your standing eyeball value. Not everyone sits in a wheelchair (no slight intended to persons using this aid) or sees the world from the eyeball level of a child. If you use a tripod for your 360 capture, set it high enough so that an average adult's eyeballs will see your 360 image. We don't need a child's eye view of your surroundings all the time.
2022 October 27
I had to follow a few tutorials from the Learn Stage Lighting account on YouTube, which is a Real World professional stage lighting resource. I simulated the look and concept in my 3D CG scene.
Lighting set up and haze set up by me - Reference graphic provided below.
Stage modelled by me using Blender3D. Backdrop self-illuminating panel created by me using Clip Studio Paint EX and shader setup inside Daz Studio Pro. It is a bit hard to see, but the pop idol girls are all wearing my microphone headset which I modelled in Shade3D. Style Direction by me. Scene setup by me. I have not added the audience lightsticks yet.