And I don't mean Lianhua practicing energy attack on the fortress walls. I mean me. 😁
Initially, I just wanted to try out some ideas for Lianhua's energy attacks, but I got carried away. I'll post some additional images with alternate lighting for Patrons, but here's a breakdown of the scene for those who are interested.
- The little skirt reacts well to d-force wind nodes, but I've found that it's very sensitive. A little bit of wind goes a long way. Next time, I'm going to increase the density of the fabric to see if that helps.
- The energy ball was accomplished all within render and no postwork 😱. That was a nice win. The base fireball, transmaps, textures etc. come from RawArt's PowerFist at Daz, but what took it over the top though was the bloom filter. For this image, I used bloom filter radius = 0.05 and bloom filter threshold = 50000. If you don't already know, the radius is how far the "light halo" will extend around an impacted object. The threshold is the intensity needed to "activate" the halo. So a low threshold results in a halo around more surfaces.
- The blowing hair strands are actually multiple hair props that I individually posed. At a distance, it's almost impossible to tell.
- The wispy, fast moving clouds are actually part of a big, generic cylinder primitive I placed on its side with a custom transmap applied to it.
- The walls are cube primitives with a one of Design Anvil's shaders applied. Also at Daz.
desertlion3d
2021-10-13 21:40:49 +0000 UTCDevduck01
2021-10-13 21:39:48 +0000 UTCdesertlion3d
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2021-10-12 17:57:13 +0000 UTC