What do you use for Background in 3Delight

If I am rendeing the items through a window etc is transparart.  If I don't want to use a dome (to save on rendering speed)  what would you use?   
In Iray there is an Enviroment tab, but you don't have that in 3Delight.
So I've been adding some Cyclorama backgrounds throughout my scene.  
Are there other solutions for that?   I tried looking for some videos, but getting nowhere.

Thank you

Comments

  • srieschsriesch Posts: 4,241
    edited November 2016

    You could just use an image as a backdrop.

    You can also select the surface of the window and put an image directly on that, so you aren't even looking through it.

    If you wanted the backdrop but wanted to adjust it, you could put an image on a plane and put that behind the window so you could move it around.  Effectively working just like the dome, but taking up far less memory and not blocking other camera views.

    Or postwork to add the background afterwords, although that sounds like more work.

    Post edited by sriesch on
  • Thanks,  I need to look some more into on how to add an image as a backdrop. watched tons of videos but never seen that as of yet.

    it was always Dome or Iray for that aspect

  • SickleYieldSickleYield Posts: 7,634

    When I was rendering in 3Delight I used a lot of skydomes.  If I didn't want to use a skydome, I would render to .png and composite in a 2D image as a backdrop.  I have a lot of skies and forests, etc. sitting around for this purpose, and you can get free good stock images all over the place (MorgueFile and Pixabay are good places to start that have good licenses).

  • kitakoredazkitakoredaz Posts: 3,526

    All ways already mentioned above should work about 3delgiht too, but I think if OP not find usuall "enviroment" tab?frown

    DAZ often change UI for each version, but  there is  "enviroment tab" for backdrop , it is different, from  "rendersetting>enviroment". section. for enviroment light Dome

    default " enviroment tab" is actually for backdrop image, (not spherical map, and no emit, no get shadow,  only show image as background)

     

    you just need to  open "eviroment tab", from Windows>panes (tabs),  then set Type  "none" to Backdrop. (top section), if you lose it.

    and set image by click the left  side icon of Backdrop propertie.

    (unfortunately, current daz Enviroment tab not support, direct input from file exploler directory, you need to choose image from DS UI )sad

     

    backdrop.PNG
    1215 x 803 - 881K
  • mjc1016mjc1016 Posts: 15,001

    I've not really noticed that a dome will significantly increase the render time...in fact, in some situations, I've known the dome to decrease the render time.

  • weird.

    As soon as I add a dome,  my 20-30 seconds goes to   2- 2 1/2 minutes.   and then I am leaving everything default. no added lights etc.

     

  • mjc1016mjc1016 Posts: 15,001

    What dome and what image on the dome?

    What is in your scene?

  • Im Using the West Ward Admin level

    Adding SkullCoveSkydome (incoming Storm)

    and that's it.  no image on the dome.

    (I tried other Domes, and they take even longer)

  • mjc1016mjc1016 Posts: 15,001

    Go to the Scene tab...click on the dome and make sure it is fully expanded.  Post a screenshot of it's listing in the Scene tab.  Then do the same for the its surfaces. 

    The listing for Skull Cove says: 6 HDR IBL Lighting setups (DAZ Studio Only )

    So, when that came out, that usually meant UberEnvironment lights (sometimes it meant other lights) so if you are adding the full thing, you would be adding an enivronment light, too...which will increase the render time.  Just the dome and image should not increase it that much, if at all.

  • I grabbed the Hydro room since that is the one that's taking the longest time.

    When I remove Uber  then it's a little bit faster, and when i remove the sun then it's fast, but also darker.  

    And I posted the render settings as well

     

    hyd1.PNG
    1254 x 487 - 530K
    hyd2.PNG
    513 x 783 - 167K
    hyd3.PNG
    544 x 839 - 210K
    hyd4.PNG
    535 x 847 - 200K
    hyd5.PNG
    521 x 792 - 64K
    hyd6.PNG
    495 x 759 - 52K
  • And here is the other one with  the skull

    sk1.PNG
    445 x 723 - 93K
    sk2.PNG
    444 x 617 - 104K
    sk3.PNG
    402 x 547 - 22K
    sk4.PNG
    417 x 690 - 66K
    sk5.PNG
    408 x 599 - 49K
  • mjc1016mjc1016 Posts: 15,001

    Looks like Skull Cove is using a custom light shader.

    If all you are wanting is something to see out the windows, just ditch the UberEnv.  

    For the Skull Cove one, I'm not sure how to speed it up/remove the light.

     

  • The light is used for the shadows right?

  • mjc1016mjc1016 Posts: 15,001

    Yes, and if all you are needing is 'window filler' not really needed.  Just drop the image on the dome into the Ambient Channel, crank up the value to 100% and you have an instant 'lit' view out the windows.

  • I have to do some more digging in the dome stuff... noticed i got tons of them, but never used them lol...

     

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