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This post addresses working with the 3Delight engine in DAZ Studio.  Comments that deal with unbiased engines or link to renders from them will be deleted or hidden.

I was asked a question about this in the comments of my most-commented journal here, Making A Living At DAZ3D.  Rather than make that article even longer, I'm going to address it here and link it back.  Also, I have sick brain at the moment (pesky cold), and going back and editing one journal for clarity is easier when it's a shorter one.

The main question is, should I postwork my promotional art when offering a product to brokers?  And the short answer to that is, yes, you should do that when it will improve the artwork, but not when it will give a false impression of your product.

There are purists who will use no postwork of any kind on a render from 3Delight.  Go look at one of those people's renders.  Now look at RawArt3d's page.  Which one looks better?  Raw uses extensive postwork, and in fact has done an awesome article showing his process.

I use postwork too, I'm just not nearly as good a painter as Raw is.  You can see this in my promotional artwork for Shackled 2 most recently, where I used deviney's brushes to add dust effects to the man between the pillars and a free brush to add bubbles to the woman in a sci fi tank.

Could I technically have done that using transmapped planes (or literal meshes, for the bubbles) in the render itself?  Yes, but it would've taken five times as long and not looked any better.  No commercial artist is going to choose that route voluntarily.

I am not totally unsympathetic to the purist argument.  I like things to feel as "real" as possible when I'm working on a scene.  That's why I've made products like this and this co-product with Marshian .  I wish both of us had known more and done better promos for Celestial Bodies, but it sold well anyway, and I use it fairly often, including in the main promo for my most popular product of all time

But when it comes to lots of dust or smoke... No.  There's just no good way to do those in 3Delight.  Smay has done a great fire and smoke product that works well for accents, but when you want to fill a scene with an exciting, chaotic atmosphere, you're going to have to go to 2D.  Dust or haze cameras don't give that "irregular clouds of particles" look to a scene (although if you do just want that increasing haze with depth, Age of Armour, Oskarsson, and Zigraphix have all done camera products for that).

Splashes of liquid are another area where technically yes, there are products, but they take so long to use that you're much better off using postwork.  No amount of raytrace bounces will make the area where the splash mesh meets your water surface look right if you're not rendering in distant pullback, and 3Delight is incredibly, agonizingly slow at rendering any kind of transparency with refraction even with the time-saving Ubersurface shader and the Occlusion/128 samples trick in use.

In the end, at some point you will have to choose between a better render done faster, or an inferior render that takes too long.  It's not hard to see why most of us are going to whip out the GIMP or PhotoShop in those cases.

The caveat I mentioned at the beginning is an important one, so I will repeat it.  Postwork must not be used to deceive the customer about features of your product.  Showing your space armor in a cloud of painted dust doesn't suggest that it comes with a gun that it doesn't have; copy-pasting a photo of that gun in does just that, and is not allowed in any broker's terms.  You may not draw wrinkles onto a skirt that are not part of the displacement map.  You may not paint in highlights on a hair that the texture does not include.  And of course you can't postwork smoke or dust effects on a smoke or dust product.  Hopefully the distinction here is clear.
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:iconpendraia:
Pendraia Featured By Owner Dec 31, 2015  Hobbyist Digital Artist
Another great post! Thanks for the info...
Reply
:iconstormbringer1966:
StormBringer1966 Featured By Owner Jul 11, 2015
Hi SickleYield,
I am making a decision to produce products for daz. I have a few questions pertaining to this thread here as i am reading the full thread on the other page.
I tested the beta builds and am currently using the latest release of Daz3d now with Iray built in. Personally i am one of the  people you spoke of that loves to setup a scene correctly and straight render whatever i am working on and not do any post. Not that i do not believe in it as i own Photoshop and many other photo enhancing software. I tend to do more Photo realistic work and find Iray a treat to say the least.
Sorry for the long winded intro leading the the question(s).
Since there are now two render engines included with Daz3d, should I include renders using both render engines?
It seems to me that Daz is moving into the gaming industry "Ironically this is how i came to first use Daz in my college studies a few years back"
If this is the case then i would think many would be leaning more towards using Iray now. However there are many that prefer the Cartoon look.
Would you say it would be more advantageous to produce renders of/in both engine environments so that enthusiasts Photo realists and Cartoonists may be enticed to buy the products?
Thanks for any info you may suggest and thanks for this great Post! 
Reply
:iconsickleyield:
SickleYield Featured By Owner Jul 11, 2015  Professional Digital Artist
I would prioritize rendering in Iray.  You have to realize that a lot of vendors haven't been rendering in 3Delight for ages, it's just that they've been using Octane or Maxwell before there was Iray.  You can tell this in particular with some architecture renders that have no people in them - if the lighting seems incredibly realistic, it's probably from Octane.

It doesn't hurt to have one or two 3Delight renders, especially now that there's a bit of a hobbyist backlash due to Iray's hardware demands, but most of us feel unbiased is the way the market is going for the future.
Reply
:iconmustakettu85:
mustakettu85 Featured By Owner Mar 3, 2015
Thank you for this post. I have a question and a piece of information to consider at leisure =)

My question is: what about colour correction/tonemapping? Following the logic you describe, this would be okay if the product is model-centered; but if it's, say, a set of lights and/or materials, then colour correction is a no-no; the most that could be done would be stating the exact exposure values (gain/gamma) used for the promos. Would that be a correct assumption?


And now some thoughts from a person who closely follows what the "big name dudes" do in 3Delight.

(about lots of dust or smoke) "There's just no good way to do those in 3Delight"

Correction: in DS. There is no particle engine in DS, and that's the problem. Other than that, 3Delight is perfectly capable of rendering that, and more. There are special lightweight primitives for particles in it, very efficient to render, just like RiCurves for hair (think LAMH/Garibaldi in DS).

As for volume shaders - yes these are expensive to calculate. But the trick there is proper optimisation. For instance, you don't want your volume to "see" all the lights there might be in a scene (particularly not the light that does GI for you). This is where "light categories" come in, and it is lovely that AoA did think of implementing this in his EZVolume shader.

Moreover, the guys at DNA Research (the team that actually develops 3Delight) are amazingly good at optimising their code. There was that scene I did with a lot of godrays in a volume shader (AoA's one), which was taking a LONG time in the 3Delight build that is bundled with the Studio (I gave up after an hour, and it was maybe a bit over half a render ready).
Then, I downloaded a newer standalone version of 3Delight from their site and fed a RIB of this scene into it (because the changelog did promise optimised volume calculations!). It blazed through the volume; the render was done in thirty-five minutes.

Mind you... the (relatively new) full raytracer in 3Delight is also much faster for all these raytrace-heavy effects than the original REYES-based module that is still the default in DS (unless you choose "progressive rendering" - this will give you the raytracer).
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:iconsickleyield:
SickleYield Featured By Owner Mar 3, 2015  Professional Digital Artist
That's right about the tonemapping.  I use brightness/contrast correction on nearly every render that isn't for a lighting product (because dealing with the actual gamma settings is a huge pain), so that is an important distinction.

Sure, in DS.  But using the external 3Delight is somewhat discouraged for our promos because it's removing limitations that the DS-only customer has.  That's good to know about the progressive rendering though. :)  I'll have to try it.
Reply
:iconmustakettu85:
mustakettu85 Featured By Owner Mar 3, 2015
Thank you for confirming.

Of a side note, I wonder why you would find the gamma settings a pain to deal with. I actually found them fairly automagical?..

Oh, do try the progressive option, by all means. Folks like Wowie swear by it.

And in all honesty, the only meaningful limitation a DS-only customer seems to have, in my experience, would be the actual build number =) I don't think I have come across any 3Delight feature that would not be accessible via RSL coding and "scripted rendering". Now, there is the ever-present issue of underdeveloped documentation on the DAZ side for the DAZ Script (I still have to figure out how to do motion blur in "scripted rendering"), but other than that... I'm happy. But I'd kill for a proper particle engine, of course. It's not something I could code on my own.

The free licence for the standalone has recently been upgraded to use 8 cores, BTW. If you have more than four, this might prove to be a nice bonus.
Reply
:iconsickleyield:
SickleYield Featured By Owner Mar 3, 2015  Professional Digital Artist
It's not using them, period; it's getting the look I want out of them.

I think I've got six at the moment.  Might be worth looking at if it weren't for the "stuff the customer can't use" thing.  (Mind you, that doesn't stop everyone.  Some PAs absolutely do use Octane, Maxwell and Reality.)
Reply
:iconmustakettu85:
mustakettu85 Featured By Owner Mar 4, 2015
You mean your preferred "stylised" look (that's the word you're using to described it, right)? Because for looks that lean towards "photorealism", linear workflow (degamma colour maps; gamma correct the output to non-linear 2.2 as closest to sRGB) is nigh indispensable. Light falloff is different; this will affect everything, from actual light beams to shadow terminators. So that may be the case why you don't like it.

I think DAZ PAs tend to put some sort of "rendered in" watermarks on their promos, don't they? It surely does not happen that way on, say, RDNA. There was a recent AS product that was marketed as DS-only, but the promos were clearly done in a raytracer and it did not say which one. I wonder if they got a load of support queries wondering why the product looked nothing like the promos in the "default" render engine LOL
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:iconsickleyield:
SickleYield Featured By Owner Mar 4, 2015  Professional Digital Artist
Degamma the color maps how? 

I've never seen photorealism out of 3Delight in DS.  Maybe it's possible, but it sure doesn't happen often.  Going for stylized is much faster, much easier, and people will still buy the product.

DAZ PAs sometimes label their promos, sometimes don't.  I don't label mine because anyone can look at them and see that they're out of this engine.  The look of AoA lights is characteristic, and I like it, it's just stylized enough; with high ambient occlusion I can grit them up a little and get sort of a comic book/70's fantasy art vibe.  Even if you don't like that, my customers do, because they're buying more of my products than ever.

But if you look at a PA's main promo and it's not labeled, and it really looks like it came from an unbiased engine... it probably did.  DAZ allows that as long as there are one or more 3delight renders too.  This is not a secret.  It's listed right there in the public submission guidelines:

"Main promo illustrations can be rendered in whatever software package an artist prefers, even software not directly sold or supported by DAZ."

I don't, because of time constraints; 3Delight with Advanced lights is orders of magnitude faster than any other engine currently available, unless a. you have great graphics cards (yes) and b. you're willing to redo all the lights and shader settings, especially on humans and humanoids (no).
Reply
:iconmustakettu85:
mustakettu85 Featured By Owner Mar 4, 2015
The tdlmake utility takes care of the texture processing before 3Delight can use any of them; this utility will degamma the maps automatically once the software (DS, in our case) passes the gamma value along to it. DS stores these values in the "Image Editor" (either the basic one or LIE). Colour maps need to be corrected from a 2.2 value (because they are all either photo-based or painted to look correct on screen in an image editor = they are in monitor colourspace, hence non-linear), but DS offers a shortcut: instead of dialing 2.2, the GC coefficient can be simply left at 0.

DS usually does a great job of setting the correction coefficients automagically (0 for colour maps, 1 for strength maps). However, Poser props and mats tend to load opacity (strength) maps set to 0, which is wrong.

And you can also play with the gamma value for pure colour-correction reasons, for instance, if you want to lighten a map somewhat, set it to a lower value like 2 (instead of 2.2). It will be baked into that .tdl file that 3Delight reads but we do not see unless we dig into DS temp dir or render to RIB with "collect and localise" on; so it adds no extra render time, unlike if you were colour-correcting in the shader.

...Hey, but where did I say there was something I didn't like about your promos? Your work is your work; your style is your style; I respect that. I may not want to copy it for myself, but I don't want to copy _anyone's_ style; I never wanted to. I want to do things the way they look in _my_head_. If you thought there was some hidden agenda to my words, I am sorry - but there was none. I was just trying to understand your possible train of thought.

And y'know... I would've bought many more of your products myself (your stuff fills the biggest part of my DAZ wishlist actually), but I just cannot - for one simple reason: I haven't bought much at all in the last few months because the rouble exchange rates only got worse. Everything priced in dollars is almost twice as expensive for me now. Le sigh.

Mind you, I used the word "photorealism" in those inverted commas for a reason - first of all, it's definitely relative. Say, a white sphere in a vacuum is not truly photorealistic by definition, but it may be rendered with various "degrees thereof", speaking of the way light and shadow behave on it (progressing from cell-shaded through Lambertian to some state-of-the-art BRDF in proper colour space, and the lighting can also be - uniform ambient, directional without falloff, directional with "physically-based" squared falloff, a mesh light attenuated by a volumetric atmosphere... you get the drift). Moreover - what is a "realistic photo"? Now that's a yet another question, what with all the postprocessing going on both in the film/TV industry and in still photography. Again, it's a matter of style.

So, photorealism-without-those-commas is a fairly meaningless term - as long as we don't have real-world footage to composite our CG elements with. And if we have that footage, and our CG blends with it seamlessly, only then can we say that we achieved true photorealism. How we did it is another question.

To me as a hobbyist, "photorealism" as a way of thinking simply means adhering to principles of real-world physics whenever possible. Whether the finished work is going to be "mistaken for a photo" will depend on many more factors than just render engine or even _render_artist_'s skills (say, a white sphere will still be a white sphere, whether it's rendered in Poser 4 or Octane).
Reply
:iconsickleyield:
SickleYield Featured By Owner Mar 4, 2015  Professional Digital Artist
Sorry about that.  I'm cranky because I'm still fighting the stupid flu, and I probably read that in a way that was not intended.

I never want anyone to buy things they can't afford, mine or anyone else's.  Hell, I don't want anyone to buy anything they can't immediately use, or have plans for.

I will revisit the gamma thing when my head is clearer.  For now, it's bookmarked.
Reply
(1 Reply)
:iconjv-andrew:
JV-Andrew Featured By Owner Mar 3, 2015  Hobbyist Digital Artist
Indeed, promoting a product is different from "full art mode".  I was thinking of doing some postwork videos to demonstrate how easy and fun it can be, albeit probably using Photoshop as that's where all my custom brushes are set up... but it's that good old problem - finding the time to record them, so they'll maybe end up being my wretched one-take livestreams - well, we'll see, hehehe.

The best thing I've found for rendering 'smoke' is actually to rescale the cloud planes from Stonemason's Winter Terrains www.daz3d.com/winter-terrains-… ...I'll often use fog camera and use clouds positioned as smoke behind a character and add smoke to the foreground in post.
Reply
:iconsickleyield:
SickleYield Featured By Owner Mar 3, 2015  Professional Digital Artist
There can never be enough tutorials!

I've thought about doing one myself, when my voice is back, on render/lighting settings and then one on postwork.  I am not the PA who is best at both of those things, but on the other hand, DAZ accepts most of what I offer them, so what I do is something people should be able to achieve without ten years of practice.
Reply
:icontora-no-shi1369:
tora-no-shi1369 Featured By Owner Mar 2, 2015  Hobbyist Digital Artist
Sorry about the earlier post. I understand the needs of post work. I also am one of the few who have hard times understanding the programs. I say, if you know what you are doing then by all means do postwork. There are a lot of great pieces of art I have seen that wouldn't be the same without it.

P.S. Hope you get to feeling better. My kids decided to share their colds with me. So I sympathize. :) (Smile) Huggle! Huggle! Hug Hug 
Reply
:iconsickleyield:
SickleYield Featured By Owner Mar 3, 2015  Professional Digital Artist
No need to be sorry!  It's a frustration shared by a lot of new users.

Thank you, since it is the internet and I can't transmit germs through it I will hug you back. Hug 
Reply
:icontoyen-art:
Toyen-Art Featured By Owner Mar 2, 2015   Digital Artist
I gave it a try, here´s the result - toyen-art.deviantart.com/art/N…

Is it possible that both the fog and smoke effects are exactly the same? I didn´t see much difference between the two shaders. I thought about adding dust underneath Giselle´s feet but that would probably require some custom sculpted geometry to get a decent shape of dust for the volumetric shader so I only did the fog.
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:iconsickleyield:
SickleYield Featured By Owner Mar 2, 2015  Professional Digital Artist
What did you do exactly?
Reply
:icontoyen-art:
Toyen-Art Featured By Owner Mar 2, 2015   Digital Artist
I created a cube primitive (scaled it to suit my needs) and assigned the ubervolume shader to it (can´t remember which one I ended up with because I kept switching between the smoke and the fog one and both looked the same to me). And then I was randomly adjusting the shader settings to get something like a fog/smoke coming from below.
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:iconsickleyield:
SickleYield Featured By Owner Mar 2, 2015  Professional Digital Artist
Gotcha.  How's that do for time with/without it in the scene?
Reply
:icontoyen-art:
Toyen-Art Featured By Owner Mar 2, 2015   Digital Artist
You mean render time?
Reply
:iconsickleyield:
SickleYield Featured By Owner Mar 2, 2015  Professional Digital Artist
Yes, render time.
Reply
:icontoyen-art:
Toyen-Art Featured By Owner Mar 2, 2015   Digital Artist
It was surprisingly fast. Well, much faster than what I´m used to with 3Delight. I had uberenviroment loaded in with an image emitting light set to the highest premade settings, then I had 3 distant lights in the scene and two ubervolume cubes with this effect.

And of course shading rate set to the lowest for highest quality and the render took around 1 hour which is a lot faster than what I´m used to.

When I was rendering the valentine render (you can see it on my profile) it took over 8 hours and it´s not even that big.

I had the same rendering settings in that scene for the uberenviroment but I had quite a lot of lights (around 9) which were a mixture of normal distant/spot lights and uber lights so that would indicate that the amount of lights in the scene does add a lot to render time.

Another render I have done recently called welcoming the dawn dance took over 6 hours and the scene was even more simple and with less lights than this one.

But I did not look for any quality slider in the ubervolume surface tab, maybe what you see in the render is not the highest quality and maybe if set to the highest settings possible, it would take much longer.
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:iconsickleyield:
SickleYield Featured By Owner Mar 2, 2015  Professional Digital Artist
Thanks for the info!  Sounds like one to try, at least.
Reply
(2 Replies)
:icontora-no-shi1369:
tora-no-shi1369 Featured By Owner Mar 2, 2015  Hobbyist Digital Artist
I cannot afford a lot of the postwork software. I also have a hard time figuring them out. I have watched tutorials left and right, but still get confused.
Reply
:iconsickleyield:
SickleYield Featured By Owner Mar 2, 2015  Professional Digital Artist
There are a lot of free 2D software programs, some that can use PhotoShop brushes.  The GIMP is just the one I've always used.

en.wikipedia.org/wiki/Raster_g…

Learning, though, is going to be a process with any of them.
Reply
:icontora-no-shi1369:
tora-no-shi1369 Featured By Owner Mar 2, 2015  Hobbyist Digital Artist
Comprehension problems make it harder. Hands on drives me nuts, when I don't know where to start.
Reply
:icongabriel-c:
Gabriel-C Featured By Owner Edited Mar 2, 2015  Hobbyist General Artist
Getting a handle on GIMP 2 put you on the fast-track for Photoshop. (This is coming from a guy who aced his Photoshop class because he had worked with GIMP 2 for years before.) Learning it takes time and usually it's trial and error. I look at a lot of my previous stuff with a grim smile and think, "This is what it took for me to get better."
You can trust SickleYield and me, GIMP 2 is the best way to go.
Are you a visual learner?
And as for starting, I usually start by looking for any poke-through or artifacts, then I work on lighting. Always use layers and take the time to experiment on how each setting on a layer operates. Above all, have fun!
Reply
:icontora-no-shi1369:
tora-no-shi1369 Featured By Owner Mar 2, 2015  Hobbyist Digital Artist
Visual and hands on. It is easier to have someone show me over writing or telling me. my wires get crossed in my head and I loose interest. I have done well for not doing post work. I do have GIMP, but I get lost in it easily.:( (Sad) Sad dummy 
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:icongabriel-c:
Gabriel-C Featured By Owner Mar 2, 2015  Hobbyist General Artist
I'm both of those too! Stunk at math if I didn't have the formula in front of me AND if the teacher didn't do several iterations of problem solving AND if I couldn't do it myself and be critiqued before the actual test. I wouldn't mind helping with anything you'd like to learn about postwork.
Do you have Firefox by any chance?
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:icontora-no-shi1369:
tora-no-shi1369 Featured By Owner Mar 2, 2015  Hobbyist Digital Artist
Only browser I use.
Reply
:icongabriel-c:
Gabriel-C Featured By Owner Mar 2, 2015  Hobbyist General Artist
It now has a Skype-ish module - that little smiling chat bubble below the "Full Screen" button. Simply copy the link after opening the app - it has a "copy link" button in the view - and paste it when we're both online.
And now I think we should proceed to talk by note, it seems we're parading on Sickle's messages.
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(1 Reply)
:iconsnowsultan:
SnowSultan Featured By Owner Mar 2, 2015   Digital Artist
I think there should be postworked renders, raw renders, and 'clay' renders included in every model or object's promotional images (and the first two for textures). 'Clay' renders show the customer exactly what they're getting, raw renders show how the product is guaranteed to look for them, and postworked renders give an idea of what is possible to create with their product.
Reply
:iconsickleyield:
SickleYield Featured By Owner Mar 2, 2015  Professional Digital Artist
DAZ requires raw and clay renders for the textures and the untextured mesh.  That's what they tell us, anyway. ;)
Reply
:iconaograi:
AOGRAI Featured By Owner Mar 2, 2015  Hobbyist General Artist
I think so long as you indicate promotional picts, buyer will understand that that is what they can aspire to use it for... clay model helps see details of the mesh, raw will tell you what you are getting... so all in all, there can be no fault to use promo items to sell your product... advertisement is important.
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:iconsickleyield:
SickleYield Featured By Owner Mar 3, 2015  Professional Digital Artist
You bet. :)

DAZ requires a clay model and an unpostworked image of the textures.  I think Rendo does too, haven't checked their guidelines word-for-word in a while.
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:iconaograi:
AOGRAI Featured By Owner Mar 3, 2015  Hobbyist General Artist
OK that is good to know. :)
Reply
:iconmorganrlewis:
MorganRLewis Featured By Owner Mar 2, 2015  Hobbyist Digital Artist
Sage advice.

Frankly, barring a Pixar-like setup (and I mean the manpower too, not just the software), I'm not sure there's any truly "good" way to handle dust, smoke, etc. in-render. It's thousands of nigh-microscopic particles. That's more than any consumer-level software is capable of working with, and anything less is not truly realistic. Any option somebody takes is, to some degree, just opting to do Photoshop pre-render instead of post-render, and that seems like a mighty fine distinction for "purists" to get all huffy about.
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:iconsickleyield:
SickleYield Featured By Owner Mar 2, 2015  Professional Digital Artist
In-engine volumetrics seem to be sort of the big white whale of commercial rendering right now.  Few have them; a lot claim them for upcoming versions.  I guess it'll be interesting to see how much it does get implemented across platforms.
Reply
:iconrawart3d:
RawArt3d Featured By Owner Mar 2, 2015  Professional Digital Artist
"Postwork must not be used to deceive the customer about features of your product."


That really sums it up there.
I personally do alot more post work in my art than I do in promo pictures. In promo pictures I want to highlight my character and it's details, so it gets a much lighter touch than does my art pictures.
But that said, promo pictures have to look good too, if they do not, then no one would look twice at your product. So dressing up the rest of the scene with post effects is fine, as long as people see clearly what they are buying.

Personally the concept of calling a raw render "art" is strange to me, the render is a starting point to building art.
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:iconsickleyield:
SickleYield Featured By Owner Mar 2, 2015  Professional Digital Artist
Good points. :)
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:icongabriel-c:
Gabriel-C Featured By Owner Mar 2, 2015  Hobbyist General Artist
...being a fan of both of your art this kinda feels like a series cross-over. Like Doctor Who meets Star Trek...
Reply
:iconsickleyield:
SickleYield Featured By Owner Edited Mar 2, 2015  Professional Digital Artist
Quick!  Reverse the polarity of the multi-modal reflection sorting!
Reply
:icongabriel-c:
Gabriel-C Featured By Owner Mar 14, 2015  Hobbyist General Artist
^_^ Was looking for a good comment for this but it's too good.
I'm guessing - not much of a guess - you're a Whovian?
Reply
:iconsickleyield:
SickleYield Featured By Owner Mar 14, 2015  Professional Digital Artist
That's a combination of Dr. Who and Star Trek technobabble. :D  The Doctor is always yelling at people to reverse the polarity, and Star Trek has occasionally utilized multi-modal reflection sorting.
Reply
:icongabriel-c:
Gabriel-C Featured By Owner Mar 14, 2015  Hobbyist General Artist
Very true. I've been around the block in both universes. ^_^ Still love the headache Commander Riker gave a Ferengi in Next Generation's "Rascals"when he was commanded to tell him how to control the Enterprise by console.
RIKER: Okay, Morta. The Enterprise computer system is controlled by three primary main processing cores, cross-linked with a redundant melacortz ramistat. fourteen kiloquad interface modules. The core element is based on an FTL nanoprocessor with twenty five bilateral kelilactirals, with twenty of those being slaved into the primary heisenfram terminal. Now you do know what a bilateral kelilactiral is?
MORTA: Well, of course I do, human. I am not stupid.
RIKER: No, of course not. This is the isopalavial interface which controls the main firomactal drive unit. Don't touch that. You'll blow up the entire firomactal drive.
MORTA: What? Wait. What is a firomactal drive?
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:iconsickleyield:
SickleYield Featured By Owner Mar 14, 2015  Professional Digital Artist
:Giggles: Firomactal drive.  Awesome.
Reply
:icontoyen-art:
Toyen-Art Featured By Owner Mar 2, 2015   Digital Artist
Interesting! I´ve rarely done any postwork on any of the renders I have rendered with 3Delight so far but I think that if I ever got to the point of needed dust or smoke, I´d definitely look into that.

I have seen the UberSurface Smoke and Dust in the shader tab but never clicked on it and now you got me curious to try it and see what it does! : )
Reply
:iconsimonjm:
SimonJM Featured By Owner Mar 2, 2015
Very cogent comments.  Hope the cold gets worse (so you get better!) soon :)
Reply
:iconsickleyield:
SickleYield Featured By Owner Mar 2, 2015  Professional Digital Artist
Thanks.  Theraflu Daytime is my best friend. XD 
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