Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
A render would be good to see (even som'thin simple) but as long as you have confirmation that is enough. Thank You Sonja!
Anytime, happy to help. Love your stuff so its always a pleasure to be able to help. The render is at 66% so should be done soon. Going to have to take the time to do a thorough read through of the read me instead of the quick skim I just gave it, looks like there are lots of super useful stuff in here.
Really impressed with this. The wood grain looks real, which I don't get as much when rendering in 3Delight. This is at 77%.
Thank you! Your renders are great! Really nice lighting and shadows. Working on your suggested changes. Here is an initial render with the HOMR exterior added. Really blocks the light coming in though so very little shadows appear. I did adjust the Sun's rotation though so maybe I need to readjust it.
I made the windows reflective with your Default Reflective shader. Notice also how you can see through them to the ground/shadows outside!
The candelabras have been a pain to try an illuminate. I got a tip on using the geometry editor to select the wicks, create a new surface and then use a flame.jpg as the color. Did that, but the flame won't appear.
I'm not too good at error messages. I dont think whats happening there is affecting your render. The product was fully tested...a couple times and there was no mention of errors. I was going to suggest the surface editor for the candles but its kind of tricky. Just selecting the wick might not be enough, maybe the top 1" of the candle? Or bring in candles from another set and put them on top of these? They really need a flame. That upper floor looks really nice.
Hi Marshian..
Yep - this is one heck of a boost for those wh render in 3dl... a keeper. You can get some very subtle effects, too... This uses the indoor light preset and several surfaces with the emissive shaders
Here is an outdoor render with Gatwyck Shops and your "Day Brown Ground" lights. No material changes because they were already Daz materials, and I stayed with the default light settings. Check out the shadows along the ground and sides of the buildings, and it rendered in less than 11 minutes!
Many thanks for the information, now I will buy it :)
Thanks for posting Ice Dragon Art, hacsart, and dawnblade. There are some very tasty areas on all of your renders. Now that this product has been out for a few days I've been able to explore and experiment quite a bit more. I'm noticing a real sweet spot is where the light source is lined up with the plane of a prop- like the building on the left in dawnblades render. Creating long shadows and bounce where anything protrudes. Specifically where the light is bouncing off the arch onto the wall.
You're welcome! These are really nice lights, they render quickly and I especially like the presets for different times of the day, weather and even ground cover. Saves a ton of time lighting scenes! Looking forward to using the emissive shaders like @hacsart did in the cool sci-fi scene!
I'm looking forward to spending a bit more time with this soon, I have several other things in the works at the moment so it will be a bit yet but its going to be wonderful to be able to render in 3delight and use all those lovely shaders I have, and not have to stress about lighting those dark rooms and nooks and crannies. Really excited about this. I just need 40 hours in a day lol.
@Marshian Whare are the readme files/ instructions for using "Reflective Radiance" please?
Having a play with the emissives.
All the surfaces on the BEO are emissive with various intensities.
As I got the DAZ horse just now, I had to play with it, so here it is in the golden sunset light set, no postwork. This is with the grass shader by Dimension Theory/ Age of Armor
Grass will take its time to render as with the shader you can not turn of the occlusion ( leaves nothing of the grass ;)) but I think this was worth the time:
Thanks for the comment - but the emissive strength of the light is already turned up to 200% and the emissive distance was upped to 800. The aqua strip lights are at 1000% and the blue lights on the BEO are at 800%. You can see blue light being cast on the floor and the grill behind him. The yellow parts of the armour have emissive at 1% with gloss turned up to 20%. I wanted the armour to stand out but not dominate. Even the black is emissive and has a subtle effect on the back of the arms and legs. :)
I'm on an old quad core duo and all these emissive surfaces took 2 hours to render.
In any case, I'm going to bump up the emissive distance on the light and the strength on the aqua and blue lights and see how it comes out.
Thanks for posting Gone and Linwelly. I feel both of you made great choices on how to feature these lights. I wish I had BEO to create a promo that showed the emissive shaders on a suit/character. I included one of the supersuit but it really doesn't come close. That promo was more about the using planes outside camera range to bounce or emit light.
Linwelly! The color matching with the background is sooo tasty. The grass looks great, worth the wait.
Here is a promo that didn't make it to the store page. I applied an emissive shader to a plane near the ceiling.
Hah! Domino Palace. Haven't seen that in a while. Looks very good, too.
Marshian.. I can see uppoing the emissive surface strength way up, but what about Bounce distance - how does that affect the spread or range of the glow? Any thoughts on different settings for that value?
About the distance what I did was to reduce the distance when I was taking a close shot. That reduces the render times. So in return I would think that the emissive will reach further wehn you up the distance but I never tested that.
That's waht I was thinking as well.. Another thought occurs, I wonder how the emissive surfaces would work with "Above the Fog"?
Hi Marshian..
Playing with a simple test scene to get the hang of the product.. This is a scense composed of three planes forming walls, one sphere with an emissive surface, and one reflective light with bounce turned up full.. so why the excessive grain on the planes, and how do I get the smooth lighting that you get in your promo images with emssive spheres? Help?
Starting with a simple base scene is a great idea. Are you using the 6XHi Quality setting on either or both Reflective and UE2 lights? That is the default but I want to make sure as the quality settings are going to be where the biggest effect on reducing noise is going to happen (Mainly this is needed for the reflective light). If you can describe an exact promo image I'll look up the settings. Of course there will be some variables but it will get you closer.
Is your sphere about 2 meters wide or less? Most of my promos and testing were with a sphere about 6' tall so results would be similar to a figure.
Are you using the UE2 light? The UE2 light provides some fill that will soften the noise.
When emissive strength and bounce distance go way beyond defaults, the props get large, or the props have no texture maps (to hide some of the grain) you may need to adjust quality settings beyond the presets. I can give you settings for those if you like.
Hi Marshian..
This is with 6x hi quality, the only light in the scene is the reflective light, sphere is 2 meters.. I can send you the test scene I'm using, if you'd like, and would love to see your suggested settings..
I'll add a UE2 light and see if that helps The promo scene I'm referring to is this one:
Progress! as you suggested I deleted the reflective light and used the "Night" light preset. Changed the paramerts for the emissives and the lights as follows:
Emissives - Emissive strenght - 200%
Reflective light - Bounce Strenght 100%, Occlusion samples 128,
UE2 - Occlusion Samples 256,Shading Rate 1
Result? pretty good - will keep playing..
nice progress! Now I wanna make glowing globes agein...
Very good! A little tasty detail to point out- in the blue sphere you can see a slight reflection of the yellow one. I wanted these shaders to have some character and dimension, not just a flat glowing light source.
The render attached is from the promo you included- deleted background and added only non-textured primitives. I can confirm all UE2 and Reflective Light settings use the 6XHi Quality setting and these spheres are 1 meter in dia. At 900x700 this rendered in 4 minutes
So you can see that there is some noise in the render but typically any scene will have textures in it or a slight adjustment in the quality settings will render it smooth. This is how I created the main product image of the sphere and glowing cubes. Also rendering at 2x the size you need and shrinking it down will help hide some noise.
have fun! looks like you are.
Thanks.. Next test? to see how your "Above the Fog" interacts with emissive shadered objects... Will let you know how that goes...