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As a reference, deleted the RR3 stuff, turned on the 1 poly "sun" emitter and increased the ambient light, rendertime 12 min.
...so I created a simple test on my superslow laptop, a snail with the RR3 emissive shader in an enclosed space, and the reflective light with 2048 occlusion samples. The floor, walls and ceiling use aweSurface with 1024 adaptive samples. Total rendertime with progressive on, 2 days - 1 sec. .
Then I realized that, since every ambient surface basically will emit light, the reflective light is unnecessary, so deleted it and re rendered. Rendertime 2 hours. There is a slight difference in light intensity, but...conclusion: Don't use the reflective light.
...another one, applied the RR3 emissive to the DNA Greyling, no other lightsource except the aweEnvironment with exposure 5, progressive render, Total Rendering Time: 1 hour 3 minutes 19.77 seconds, on my main rig, DS 4.9
@wowie or anybody
What is the correct "decay" value for the DS standard spotlight to achieve a physically corrrect light fall off? It should be 2, right? For it to work you apparently have to set light intensity scale to 10000 or thereabout, when working at normal 2- 10m distances? Am I missing something? Fact is I NEVER use any standard lights, that's why I'm asking:) Also noticed something new to me: If you set light spread to 180 degrees you lose the soft shadows. If less than 180, you can turn limits off for shadow softness and bump it up to whatever you need, but at 180 there is only prefectly sharp shadows.
Light settings, light intensity scale is 20000, shadow softness is 1000000%.
180 degree spread:
179,90 degree spread:
...and regarding the RR3 tests...
There's nothing magical about the RR3 emissive shaders, as I suspected, the magic is done with the reflective light, which seems to be a modified UE2. The shader infact is the DS default shader with the ambient channels renamed to emissive:)I imported it to shadow mixer and had a look. I get the same results with the regular DS default or UberSurface, just need to up ambient strength to thousands or millions.
Yes the intensity scale is about that. I think awe area lights use similar multipliers, but under the hood.
As for RR, I've long suspected its main light uses specular bounce algorithm ("reflection") instead of diffuse bounce; there are a few things in the manual that make me think this way (I obviously don't have it; it came out when I had already had my system working). This would be why the results look kinda "fairytale illustration" in most renders I've seen.
Ah ok, tks for confirming!
That makes a lot of sense.
Sorry for not posting in awhile. I got lost in Ghost of Tsushima.
Yes. The formula is basically pow (length of incoming light, num_value). So, 0 = no falloff, 1 = linear falloff, 2 = quadratic falloff (physically correct).
It depends on how the shader is written. For example, I think Mustakettu's original point/spot lights just multiply the intensity with the value. For awePoint/Spotlight, I use exposure (EV) or pow (2, intensity_scale) instead . It's shorter to code and more concise in the UI. Rather than 1000, you can use 10 to get 2 ^ 10 or 1024 (which is what you're doing with pushing up ambient channels to those high amounts). It also means every incremental decrease/increase corresponds to half/double the original intensity. Last, that's what 3delight for Maya uses and the convention used by real life photography (when talking about light in f-stops or EV).
Interesting, I don't get the same behavior on my end. Though, I don't think I'm using the same light. Maybe newer DS have updated point/spot lights?
Anyway, shadow softness is a misnomer. In most cases, it's basically the amount of desired "blur" you want to have. Going by shader examples in Shader Builder, it's the 'samplecone' parameter of transmission () shadeop. It is used to determine how much incoming light is blocked by something between the surface point and where the light is coming from.
As for emissives, although I can see use cases for it, in my opinion area light shaders fit that need better. Area lights is properly importance sampled so you'll have less noise and less chance of fireflies compared to using ambient. I've also seen cases with iray where people are continually abusing emission on materials that shouldn't be emissive at all (ie skin). Proving my point that people will abuse emissive if it's integrated into a surface shader
Yeah the old quality vs speed trade off:) PT area light looks so much better and is so much easier to control, ambient renders very fast but is noisy. I'm thinking ambient is still useful for light panels, space ship/SF interiors etc. The glowing snail that rendered in 2h on my crappy laptop using ambient would apparently take days using the PT arealight shader.
Yup, just like the ambient channel is abused in 3DL mat presets, probably to compensate for using a non linear workflow.
Just found this free planet texture resource https://www.solarsystemscope.com/textures/:) Nice 2k and 8k textures, but no height maps. Tested the 2k Mercury, simply used LIE to create an inverted copy of the texture with gamma set to 1 as a displacement map.
The 8k moonmap from the same site
...8k Mercury using GGX specular, rendertime non progressive 13min...one emitter with linear falloff...
A bit of news update. The next entire (updated) AWE Shading Kit will be free for both personal and commercial usage, first on my Google drive folter (and other sites as well) within the week.
Tks wowie, can't wait!!!
...while (patiently) waiting, bumping this thread with a WIP...
Wow... That environment looks amazing! Most impressive!
That's fantastic, thank you for sharing!
Thank you very much:) Yeah quite happy with the conversion but a true pain to render;)
You're very welcome:)
@wowie
Sorry but I just have to ask: what's the word on the awe update?
A (not very) quick test, made a SM network that surprisingly seems to atleast partly work with aweSurface/pathtracing. Used the edge blend brick and connected it to opacity. The diffuse- and ambient components also work as expected but I haven't yet found a way to make it accept shadows, and I suspect it's impossible. Applied to the exhaust props here. Also created some controlmaps from FB:s Lunar crater (big crater) diffuse texture, which seem to work ok. Now I just have to sort out the Stingray materials;)
Still dreaming of a true PTvolumetric shader...
...working on the Stingray mats...still doing progressive rendering so a bit grainy...made some metallicity- roughness- and specular maps...
...right, added some flares in post...
A little bit of update.
Due to some bugs and other real life issues, I had to postpone the release. Took a bit of time to figure out, but I've ironed the issues out. I'll probably upload the update(s) in a few days.
Take care and stay safe.
Update:
Here's the link:
https://drive.google.com/file/d/1i3P5yVxiS4wZzhdZu6FeLNuiNuIPOAVe/view?usp=sharing
Tks wowie and likewise! Will dig in ASAP:)
The character presets maybe broked though. If figures turned to white, then I've included the wrong ones. Let me know.
Ok, downloaded and did a manual install. The character presets are updated, and I tested the G1, seems to work, no white ladies:) However, after a very brief test, I'm a bit confused. The shaders UIs look identical to the previous version, I'd expected some new features etc. Am I missing something or are all the changes under the hood?
Yeah, for example I still have "use face fwd", translucency boost, can't see the new features listed in your quote, like a thin mode switch etc.
OK. I've reuploaded the file. Let me know if the new one has the updated shaders.
The relevant DAZ Studio app shaders should be inside the 'DAZ Studio_4.5;4.x Private Build;4.x Public Build' folder inside the .zip archive.
Nope I get the same thing, unfortunately!
Edit: Hmm the PT arealight shader seems to be updated, found out the intensity range is extended.
Testing the updated G1 character preset on a more or less "out of the box" Genesis figure, along with some legacy clothing, also using the included presets. Just a quick 512 samples progressive render. Will probably work as a testscene for the new shader update...