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I've been playing with skydome images by loading them into the IBL Sphere, and then loading them into the IBL lighting in Reality. Works a treat. :)
Some people think that they have less control about lightning in Reality compared to 3Delight. But that is not true. In Reality/Lux you also have full control about your lightning. The only difference is that in Reality/Lux, you control your lights in the same way as you do in real life, using real lights.
In 3Delight you have tons of controls and sliders for your lights. This has a special reason. As it was mentioned before, lights in 3Delights are not real lights and they do not act like real lights. They are iems, to brighten your scene, acting a bit like lights, with tons of control to make them a bit more realistic. But most of these controls are unnatural and cannot be changed in real life with real life lights.
Things like shadow softness or fall off are determined by the size and strength of the light source and the laws of physics. Reality/Lux follows these laws exactly, which gives you real life lights. They are controlable as well. Make the light source bigger for softer light and shadows, just for example.
Have you ever seen a light in real life that has a knob or something similar to adjust the fall off distance?
Have you ever seen a real light where you have a switch to turn off shadow casting?
Have you ever seen a real light on which you can adjust the softness or the color of the shadows it casts?
So, on the first sight it may seem that lights in Reality/Lux have less controls. In fact you simply control lights and shadow as you do it in real life. You simply have no sliders to change parameters that are not changable due to physics. That´s all. Luxrender knows all of those light physics and obeys them perfectly. The big advantage for us users is that we do not have to care about and fiddle around with unnatural parameter settings, just to make unnatural lights (as 3Delight uses) look a bit more realistic.
I'm not quite all here this morning and the fact I'm on vacation isn't help :) But would you mind telling how you load the skydome into the sphere and in the IBL lighting in Reality?
I'm not quite all here this morning and the fact I'm on vacation isn't help :) But would you mind telling how you load the skydome into the sphere and in the IBL lighting in Reality?
You have to have at least one object (other than the IBL sphere) in the scene for this to work
Load the skydome into DS.
Check the location of diffuse texture source in Surfaces tab and make note of it.
Load that diffuse texture into the Reality IBL Sphere diffuse texture slot.
Delete the skydome.
Run Reality and look at the lighting pane. There will be a slot for the HDR image. Browse to the image from the skydome and load it.
Now when you render. the image will surround the object as well as serve as IBL lighting source.
I think. :red: :)
Thanks for your help Pret-A-3D
I made some basic light changes and got much better results thanks to your advice. I love how you can adjust your light intensities while the render is still progressing. This is a fantastic add-on for DAZ. Thank you for making it available!
Thank you rusty9073, it's very kind of you to say it.
Cheers.
Here is a quick example I have rendered. I used only 1 mesh light and a curved backdrop. I am not too satisfied with the materials, especially skin and eyes. These can be reallly tricky to set up correctly in Reality. But I have heared rumors that these things will become much easier with Reality 3 :-)
Rendered up to about 1300 s/p, no postwork except cropping and converting to jpeg.
Very nice, I wonder if we can use the HD stuff with Reality. They should look even more realistic. I haven't tried it.
(I updated my post as I was speculating before.)
HD morphs work fine with Reality/LuxRender. You just have to set the subdivision level appropriately on the object in Studio before calling Reality to export. I have done several renders with HD morphs exported via Reality already.
(Most of the current HD morphs seem designed for three levels of subd, so you usually have to click the gear icon on the subd parameter to unlock it before you can increase the subd level to three.)
Here is another one I have just finished. 2 mesh lights as key and fill and a single color IBL. Some postwork to get more drama. Done :-)
...well, finally got everything working right. Ended up having to go into Windows and manually create the "missing" /be target folder (as I couldn't find anything in the User Manual about how these paths and folders are set up) and the error messages stopped. .
So OK on to rendering.
Tried rendering with the just the Reality IBL sphere, everything except the mesh lights I created and what they illuminated was black.
Added the Reality "Sun" and it was a total whiteout. Ended up though trial and error and error with the camera controls (again I am not even a photographer of any means so a lot of the terms go "whoosh", over my head). Finally was able to tame the brightness and got an OK (though still slightly bright) image after about 8 hrs.
I also spent a lot of time setting up materials, which I now discover to be a big mistake:
--Any texture I set to "Matte" (save for skin) turned out blurry and out of focus.
--Window surfaces set to "glass" lost their reflectivity.
--I reset the tiling of the road surface shader in Reality but that didn't change anything (appears I need to use a completely different texture map than the Shades of Life ones).
--For some reason I could not convert the primitives I used to create the car's tail lights into mesh lights.
--All surfaces set to "metal" turned white losing any reflectivity value and/or details.
--None of the mesh lights I created worked (Bus headlights, tun signals, and destination marquee, as well as the monitor screen in the shelter).
--White artefacts appear in one of the character's hair.
I felt if I left everything set to "glossy", it would have an unnatural "shininess" to it as was indicated in the materials preview.
Attached is a copy of the scene at 8hrs 11min.
Hello KyotoKid!
I am really no expert, but most of your problems could be caused by wrong exposure settings and light intensities.
You know that you can change light intensities on the fly during the render process.
Also, what are your tone mapping settings? You get the best results by setting the tone mapper to linear and adjust the values manually.
That depends on the metal preset and how high the polish was. What did you use?
Hope this helps.
BTW, KyotoKid, if you look at the chest of the girl on the left you can clearly see that the image is overexposed. Reduce the shutter speed or the ISO value a little bit and you will regain some saturation and definition. Also, any metallic object with high shine in the direct sunlight will look almost completely white. That is what happens in real life. You are much better off using IBL and adjust the intensity of the light and exposure to show correctly.
Don't get discouraged, it's just a matter of a little practice. These things will become second nature in a flash.
Cheers.
Here is my latest. 2 mesh lights and the stair lights converted to light sources. Reality/Lux is not only good for photorealism, you can also create images like this easily.
Nice one XoechZ, cool material for the suit
@KK
My advice is to start small. The scene with the two teens is amazing, but there's so much going on you have to keep up with in the lighting, materials, etc. that it is overwhelming your learning process (I did the same thing at first).
So...I've been working with one or two figures, a simple background or set, and one or 2 Reality provided mesh lights. I believe I'm making some progress.
-John
@cwichura
These 2 images were made using Olympia 6 HD. I tried setting the subdivision to 3 levels as you suggested but it brought my computer to its knees. :lol:
I found that the HD details showed up just fine at 2 levels of subdivision and Reality and LuxRender ran at the normal rate.
..thanks. At least I got something I could show to get an idea of what I'm seeing.
When I tried to change the destination path in the Output tab, clicking on the "save" button on the windows pop up after choosing the target path, did nothing.
When I originally loaded the scene in, most of the surfaces showed as "Glossy" (including cloth, metal, and skin), Wondering if I am not just getting confused between the terminology used between Daz Studio and Reality again. I'm going to set all the surfacevalue back to the defaults and try again.
The reason why I used the Sun was I could adjust it so the angle of the shadows would match those on of the photo backdrop . The "X Rotate" is locked out for the IBL sphere and I don't see any indicators for the light direction (there are supposed to be a set of indicator arrows at the centre of the scene, correct?).
Phenomenal images John, impressive.
Most materials come through as Glossy. Now, Glossy doesn't mean "shiny." Glossy is a material that goes from totally dull to mirror-like shiny with all the levels in between. There are virtually infinite levels of shine possible. Since there is nothing in the Studio material that specifies the type of material Reality uses Glossy. Then you can change the material type inside Reality to anything you need.
Cheers.
...the reason behind using that scene was to compare the Lux version with the 3DL one in which I pushed the surfacing and render engine limits and feel I came very close to a fairly realistic quality.
...the reason behind using that scene was to compare the Lux version with the 3DL one in which I pushed the surfacing and render engine limits and feel I came very close to a fairly realistic quality.
10-4. :)
this s another old one the only lights are the bolts from the staffs
Thank you very much!
The material setup for the suit was really challenging for me. The original DAZ materials did not work at all (some fancy shaders I think). And after some fiddling around to make them look good, I gave up. So I deleted all the material informations in DAZ Studio. All that was left was the simple grey mesh. Then I built the suit materials from scratch inside Reality! All the suit materials are simple glossy with different values for diffuse color and specularity. The only downside is that I have lost the bump maps from the original materials, but in the case of this suit it really does not matter. I know that I could have reloaded them in Reality in the modifiers tab, but I did not because I think this way it looks good, looking like plain latex or something similar.
The Reality plug-in is really cool! And once you get the hang of it you can simply do everything you can imagine.
This is a function of physical RAM, or lack thereof. The HD morphs are designed for three levels of subd, so while they work with lower subd specified, they will not have their full detail. Unfortunately, subd geometry can explode memory usage, and it sounds like going from 2->3 puts you over the border on the physical RAM in your machine. But if you're happy with the results at two levels, then no need to let that stop you... :)
...OK second test was going along fine. Paused it to do some other work then resumed before going to bed and let it cook all night. When I pulled it up this morning to check the progress, I noticed one of the girls' skin maps had tuned completely white.
The character in question does use Zev0's Skin Overlay tool for V4/M4 (the character uses a V4 skin map) to give her freckles. As I understand this does involve the LIE so I wonder If I needed Daz open when I resumed the render? I would think all the texture information was already loaded in the file when I initially launched the rendering so there would be no need to reopen Daz to resume the paused process. Or would there? Wouldn't want to ditch the overlay as that is the only way I can get a freckled complexion.
A bit frustrating as everything else looks to be coming out pretty well (save for the artefacts on her hair which must be caused by the shader). Even got the mesh lights to show though had to really crank up the intensity, particularly on the bus's destination marquee.
Settings are:
Reality Sun w/black body temp at 5650.
Film: 64 with no special film response selected
Shutter 1/500
Stop f11
Total rendering time between the two sessions: about 9 hours.
Tried restating with Daz open but looks like the skin map was corrupted somehow.
Also received the following error statements when the scene was reloading
For the screen of the monitor in the shelter :
The image on the screen rendered fine with no issue.
For the skin texture of the girl who turned white
Only two of the skin map components had load error issues, all the rest appeared to load fine so this makes little sense. When I resumed rendering last night the skin map was fine. I even watched it for several minutes before tuning in and nothing out of the ordinary occurred.
When you use surfaces with MLIE textures, Studio creates the texture file in its temporary directory. When you close Studio, it deletes everything in the temporary directory. Thus, if you try to re-start LuxRender, it won't find the MLIE textures.
One way to work around this is to enable the "Collect Textures" tickbox in the "Output" tab of the Reality interface. There is a slider there for texture resolution that you want to ensure is all the way to the right for "max resolution". (Having Reality reduce the resolution of your textures is primarily a feature for GPU rendering, since most GPUs have significantly less memory available to them than you have system memory.)
...thanks for the information. Made the setting change and lunched a new process. Will pause it later, then restart again.
ETA: Didn't get those three error messages this time.
Paolo, could you please take a look at this:
http://www.daz3d.com/forums/discussion/48112/
It occurred after I opened Reality 2.5 so I am hoping you can help out :)
Esther, I'm sorry but that is not Reality-related. The crash happens in the core Studio DLL.