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10 August 2021
I used Shade3D to create the based unit. I did not yetknow how to use Shade3d to create the auto-lock-on cable, so I used Blender3D for that. I later learned how to use Shade3D to generate sirals and other non-basic shapes. However, for this project, I will leave the blender3D version attached. My target scene software is Poser , so I imported the EV charger into Poser and created the material zones and shader settings for it. I made both Firefly shaders and Superfly PBR shaders.
I added a morph so that the cable can be adjusted to lock-on to various vehicles. I used a low-polygon vehicle from Unity Fan of TurboSquid (but I applied Vince Bagna's Superfly shaders to it for the test scene.)
Modelling the EV base base charger in Shade3D, and adding the cable which I modelled using Blender. I later learned how to use Shade3D to create spirals as well.
Adding a morph in Poser software so that the cable can lock-on to a variety of vehicles. I also created the material zones and shaders for the EV charger.
11 August 2021
Guys - some of you may not know what a scrunchie is - it's that hair ornament used to tie up long hair. I generated the scrunchie using the line creation, spiral generation and circle sweeping functions of Shade3D software. I plan for it to be used in Poser software. There's also a YV template so the scrunchie can have different textile textures applied.
Using the same base spiral, I also made one of those stretchable wrist spirals which are used to dangle your locker key - as experienced in some Japanese resorts.
I made a single earring to be worn by the Genesis 8 male figure. I generated the mesh using the Shade3D functions of creating a spiral from line, and sweeping a circle. Inside Daz Studio, I used the Daz Uber Shaders to test out the rendered appearance of the earring.
This was my test fitting inside Shade3D.
Inside Daz Studio, rendered with iRay. Using Rainbow Glass, Daz Uber Shader.
Inside Daz Studio, rendered with iRay. Using Blue Metal Paint With Flakes, Daz Uber Shader
Inside Daz Studio, rendered with iRay. Using one of the metallic Daz Uber Shaders. Adding a little Bloom effect in the render settings makes the earring look better when this shader is applied.
I used Shade3D to generate the brooch chains using Replicate Path function. I used Bledner3D to generate various meshes which I imported into Shade3D to modify. Finally, I imported the geometries into Daz Studio to set up against a figure with suit. I made some test renders using various 3rd-party shaders on the brooch parts.
Chains for the brooch created using path replication in Shade3D.
Spiral style
Spiral style
Luminous Star style
1960s Flower style
Gem style
Cyber Honeycomb style
Replace the tie !
25 August 2021
I am still working on this project, so this is an interim report.
I created a pair of chain links and made them into one geometry. I created a line circle and put it in the topmost part of the hierarchy view. I added a Replicate Path function to the scene, and moved the chainlink geometry under the Replicate Path item in the hierarchy view. I adjusted the settings for the Replicate Path options to generate the necklace. In the scene hierarchy view, I moved the original chainlink geometry into a new separate part. I selected the remaining (replicated) chainlinks as the new necklace part, then pressed the Realise Replication button to make it into a geometry. I exported the geometry as OBJ. The neck step is for me to convert it into a dynamic chain for use in Poser and Daz Studio (will need different methodology for each of these software).
25 October 2021
I created geometry mesh mist, fog, and smoke (and flame) and created several material sahders for them as well. Annotations appear for each image.
Method:
I used the Shade3D function of Generate Random Spheres to create a fake particle system. I took the geometry into Daz Studio Pro and distorted the mesh using changes to the X,Y,Z scales, then created dFormer magnets and modified the mesh further. I exported the morphed geometries and took them back into Shade3D, then decimated them and did minor clean up before re-exporting them as lower resolution versions. I took the final geometries into daz Studio Pro once again, and created shader materials for them.
First I show the test render results:
Next I show my screen captures and wire views of my WIP.
Sorry, I did not take a screen capture of this one.
This is the first stage of the generation of a fake particle system, using Generate Random Spheres function of Shade3D software.
26 October 2021
I made Series 2 and Series 3 collections of more fog geometries using my fake particle system.
Series 2 contains low-poly lightweight geometries with a bit of distortion, to look like wraiths or fairy mist flowing about. The surface settings are really siply, so adjustment of emission level and colour, and opacity, will suffice.
Series 3 contains more mist or fog hovering above ground level. Also low-poly and lightweight on rendering.
I will refine the geometries but my experience tells me that they must be low poly and lightweight meshes to reduce render time.
As mentioned, I have now updated the shaders for my fog and mist geometries. My results are shown below. Some of the meshes have scales which are quite large compared to human figure size, and will look better when the human figure is the focus of the scene render.
I optimised this scene using a commercial script, and the entire scene including my Fog geometries took about 10 minutes to render in iRay with my RTX 3060 GPU.
07 November 2021
This section is based on my method discussed on this other page here
After I had the basic hair geometry and scalp imported and fitted inside Poser, I used the Poser morph brush to add some movement morphs to the hair. I created a Cycles Root Surface toon shader. The clothing in the final Poser rendered images were created by me using Shade3D.
08 November 2021
Here are my hair geometries created in Vroid Studio, processed in Blender and/or Shade3D, then finished in Poser 12. One is a Centre-Parted style and the other is a Side-Parted style. Both styles must be used with the scalp. I used Cycles Root Surface shader trees and Vroid hair textures. I show a screen capture of my shader nodes using an HSV node to adjust the colour of the scalp to match the hair colour.
Render is using Superfly render engine.
Background 360 HDRI is the only source of illumination; there are no Poser lights in the scene.
I applied the La Femme Anime Boy Morphs to the L'Homme figure. I dialed the Anime Head and Anime Body parameter values to 0.5 . I moved the he Right and Left Upper Cheek controls forward by 0.003. I used the La Femme Anime Boy materials on L'Homme.