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Ah ok, thanks for having a look :)
I'll sleep over it then and hope to figure it out tomorrow!
Hello!
Now I have a (hopefully not very stupid) question:
When you create an outdoor scene or anything else where you need a background (because of windows, open doors, ... ) is it a good idea to use a skydome with Reality/Lux? If yes, which kind of skydomes are useful? Or can I use simply everything?
Or is it better to leave the background blank, render with an alpha channel and include the background in postwork?
EDIT:
Btw, I have found this product in the shop: http://www.daz3d.com/skies-of-economy and it has a Reality version included. Is anyone using this? Is it worth buying?
...I have it., for Reality/Lux, all the skydomes are actually IBL spheres as unlike with 3DL, in LuxRender you cannot turn shadows cast by an object off.
I have it and I've used it. Am attaching a render in which Skies of Economy was the key and I used a mesh for eyelights
After a catastrophic harddrive crash and spending 2 months trying to recover my files I can now get back to rendering :shut: :P
Huge thanks to Cwichura and fyranuanser for the tip on "infinitesample" and "memory conservative" :cheese:
Hude props to sigstan for the hair settings which made my life easier when doing the hair and material test. Key is Barcelona Rooftop sIBL with a mesh for eyelights. Rendered with 3 slaves.
Used 3 subd although I don't know if that made any difference :-P
I really really love your render banditcameraman. My only advice on it would be turn down the displacement or bump or both on the blond's hair. It's too grainy. Hair simply does not reflect like that. I'm a hairdresser for a living, I know! lol
Thankies much for the kind words, Richard :) Will do that when I revise it. I'm using normal maps for the hair and I'll test by scaling the normal, displacement, both back :-P
-Jaime ;-P
Cool. I look at hair all the time and I'm always impressed when an artist/merchant releases realistic hair strands with proper bump/displacement maps with the right render setup for hair. Should always look sleek and shiny unless you want it to look damaged and lifeless. Your hair strands don't look lifeless but they are def overly bumped with that normal map.
Unfortunately the Normal maps in DAZ Studio currently has no controls like Bump or Displacement. I really wish there were those controls as well as controls to tell it to tile or not to tile with other tiling maps that are applied.
I'm developing a clothing set right now and really like the idea of Normal maps but because allot of textures I'm using are tiling maps using a Normal map for cloth detailing (winkles and folds) is out of the question! Really a shame that DAZ doesn't see that as positive to add in controls like that rather than ignore our requests.
Hi
I have run a few renders using Reality and would like to ask..
How long does a render go on for? as this has been running for four hours and forty minutes.
Does it have an end time or does it just continue?
...so after more playing around with the surface settings in the Reality UI, I think I'm getting closer. Was able to find how to eliminate the artefacts in the hair by using the Fuzz setting and reducing the gloss factor. Also got the mesh lights working nicely now.
Still need to deal with the following:
1. The the artefacts on the overalls. This would most likely be cured again though reducing the gloss settings and maybe changing the surface type to "velvet".
2. Reflectivity of the glass surfaces in the shelter. I do have scene elements behind the camera so there is something to reflect in the windows of the shelter (this could be seen in the 3DL rendering) so not sure why they don't appear here. Since I am using the Reality Sun for directional shadows I am not using an IBL sphere as that would overexpose the scene. (and it also reacts differently with the mesh lights). The glass is set to "Architectural" and I do have a transmission colour to give it the look of "safety glass". The IOR of the glass is 1.4. As I understand the Architectural setting is more for glass in distant shots to save memory thouhg it still is supposed to have the same reflective and transparent quality. Should I change it to "Hyper-Realistic"?
This is after about 12.5 hours. Still a little noise on the shelter.
Trying to register the Reality render plugin, that i bought from the DAZ store.
Is the requested order number the 1) DAZ order number or the 2) Invoice number?
Where is the serial number? The only thing I can find is a sku number.
How do you get normal maps? Do you convert the current .bmp maps that you have already? If so what are the steps?
Thanks
(Mod edit: Merged to put in the main Reality thread where it can be seen.)
It'll render until you stop it
LuxRender never finishes. It will continue to refine the render for as long as you leave it running. (Technically, with enough samples/pixel, you get into numerical precision issues that prevent it from refining further, but that's in the order of 30,000S/p or more.)
So basically you stop the render when you are happy with the convergence. This depends heavily on the materials used in the render, and is also subjective (depending on your tolerance for noise). I typically run my renders to at least 2000S/p, but depending on materials, sometimes go much higher. (Most I've gone to is around 22,500S/p.)
Looking good, KK :)
Yes, scaling the gloss back a bit should help the artefacts, as a rule the most I'll go for clothing is 5000, if that.
For exteriors, I've found Hyper-Realistic to be more useful than Architectural. Also, don't forget to set the opacity slider to 1.00 to get reflections (i've forgotten to do that at times :-P :red: ) Granted, I use those settings for Corneas but since the intent is to get reflections it should work for the glass (if the glass is of sufficient thickness instead of a plane, I think)
...when I set the opacity to 1.00 though the glass turned totally opaque in the render.
In the 3DL render I set it up to look like safety glass which has a slight greenish tint to it.
Requested order number is the number that you get from your My Orders page, not the Invoices tab.
Serial number is under My serial numbers tab on your My Account.
There are several ways to get normal maps. The most accurate way is discussed in this thread:
http://www.daz3d.com/forums/discussion/47049/
but if you want fast and dirty ones I use Filter Forge it has several free filters that will create a normal map from a picture. It is offered here: http://www.daz3d.com/filter-forge-professional-edition-win and here is the web link where you can download a trial version for 30 days to see if you like it. https://www.filterforge.com/
This is a list of free filters to generate normal maps: https://www.filterforge.com/filters/search.html?q=normal+map&h=r
Ack! :gulp:
What's the name of the product, if I have it I can do a test for the settings :)
...Jack Tomlin's Deco Bus Stop.
Have it. Will run a test ;-)
...Before you get any further.
Here's the 3DL render for comparison.
I actually applied one of DZ Fire's Real Metal Shaders (Oxidised Copper) to the glass surfaces and turned the opacity channel down to 20%. In the Reality Materials tab it showed up as "Glossy" (losing all the qualities of the original setting I used) and so I had to change it to "Glass" and approximate the transmission colour as there is only one channel available..
This suggests you have the glass set to glossy instead of Lux's glass material. Lux's glass should always have opacity at 1, as it models the transmissive effect of glass internally.
Also, if the windows are a single plane, rather than modeled with true depth (extrusion, whatever you want to call it), you MUST use the architectural option in the glass properties.
...I set it to Glass after the first test since it appeared nothing was there. It is a single pane otherwise I would have needed to adjust each section within the window frame separately.
When I clicked on the the shelter's glass surfaces in teh Reality Materials tab, the opacity indicated was .20 as I had set it for the 3DL render.
As you can see in the 3DL rendered pic above, the windows are reflecting the scenery that I have behind the camera. I also used a standalone skydome (one of the free ones from RDNA) to have something to reflect in the polished surfaces. I don't use UE in with 3DL much as it really spikes the render load on the CPU sending the core temps close to 70C with Lux, core temps averaged in the mid to high 50s.
So I remembered something that Paolo said in one of his classes (I think) and unchecked the box because this will invoke a 4th glass setting ;-)
Deleted all the textures and maps on the glass and set the transmission color to greenish.
Rendered 25 minutes to 52 samples using the sun as a light source, there are buildings behind the camera :P
Was something like this what you had in mind?
...that's it. So 1.00 opacity and don't tick any of the boxes in the glass shader settings?
Yes, and get rid of all the textures and maps on the glass ;-)
EDIT: Oh, and set the reflection color to white :red: (It's the same setting for corneas)
EDIT 2: Yes, leaving the Glass Type settings unchecked will invoke the 4th option (edited for clarity :red: )
...excellent.
One troubling thing, when I ran the test yesterday and last night Reality routed all the scene files and the Scene Resources folder to the desktop instead of the "C:/uers//be/" folder where It should have gone (it should have simply overwritten the old files). I checked everything before starting the render and the path's in the output tab were correct, I didn't change anything. Do I need to delete everything out of the "users/be" folder before I run a new test?
I also had to set a bunch of things up all over again yesterday even though I had saved the parent scene file in the Reality UI. Afraid I'll have to go though all that again when I change the settings for the glass.
As that's never happened to me, I'm afraid I can't advise you there but I'm sure Paolo and the others can :)
Because my boot drive capacity is small (it's an SSD) I put Reality on another HDD and created a User folder for it on that drive. Have no idea why you're having that issue; sorry I can't be of help there :-S
LuxRender never finishes. It will continue to refine the render for as long as you leave it running. (Technically, with enough samples/pixel, you get into numerical precision issues that prevent it from refining further, but that's in the order of 30,000S/p or more.)
So basically you stop the render when you are happy with the convergence. This depends heavily on the materials used in the render, and is also subjective (depending on your tolerance for noise). I typically run my renders to at least 2000S/p, but depending on materials, sometimes go much higher. (Most I've gone to is around 22,500S/p.)
Cheers
As that's never happened to me, I'm afraid I can't advise you there but I'm sure Paolo and the others can :)
Because my boot drive capacity is small (it's an SSD) I put Reality on another HDD and created a User folder for it on that drive. Have no idea why you're having that issue; sorry I can't be of help there :-S
...arrrgh, total brain fart. I looked at the destinations in the Output tab before launching and I did apparently change it to Desktop (probably because of all the error messages I kept getting though funny one of the tests did go to the "users" folder).
OK nine hours in, glass colour looks good, but still no reflection in the shelter window. Looked at the original scene and found out possibly why. Changing cameras in the viewport, the the scene elements behind the rendering camera look as if they are in shadow I have to orient them to directly face the sun to see any detail. In the 3DL setup where I employed the Advanced Distant and Ambient lights, they appear fully lit at the angle I posed them in. In the Lights tab in the Reality UI, it indicate the "sky" being light source effectively playing the role of the "ambient" light for the scene, so I should these scene elements should be illuminated and thus show up as being reflected in the glass..
The IBL sphere illuminates everything and provides reflections for polished surfaces, but doesn't create directional shadows. the Sun creates directional shadows yet doesn't seem to illuminate the entire scene while the associated "sky" doesn't provide any imagery for reflections. Yet both are not supposed to be used together.
This is all beginning to make my brain hurt.
Are the reflections supposed to come from the skydome or from "real objects"? If the former that may be the source of the problem. Maybe putting something real behind the camera will give you what you need.
There is a learning curve in Reality if one is used to 3Delight/Firefly. My own background is in cinematography (which i've been doing since 1997) and I took to Reality because it's like being on a shoot :)
Regarding reflections, my own frame of reference being eyelights, I've found if they don't appear in the first 5 minutes, they ain't coming %-P