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Yea, much much better. Pretty render! WOOT
Thank you very much StratDragon for taking the time to help me.
The scene is taking place in a wine cave so the place is quite dark. Maybe I can better show this by changing my settings for the tone mapping.
For the skin I let the program work by itself! Bad! Help! :red:
bring up the lighting so it's brighter, there are ways to do this.
Post a snapshot of your LuxRender settings for your Render Tab:
Imaging/Tone Mapping
the skin on your figure is a little soft but it could be the lights in your source image are not enough to bring them out.
post a snapshot of your skin setting from Reality to get an idea of where they are set.
xmasrose.
The scene is indeed too dark. In addition to adjusting the exposure I would add one light to create a bit of highlight on the character, to separate her from the background. Artistic lighting works in that way. It doesn't have to be 1:1 with real life, we are creating an artistic rendition of a situation and that is where lighting is used in a creative way.
An edge light can help.
For the character's skin, I would suggest to set the specular color to pure white, because you have a specular map, and remove the displacement map.
Hope this helps.
I have found that Lux renders using very simple light (such as sun/sky) often have such a real or natural feel that I am tempted to be lazy and consider the result good enough. After all, it looks like what a photo would look like, right? Well, that's wrong. Photographers put a lot of work and skill into setting up lights for their shots, even when natural lighting is good. Imagine the photographer shooting a model out on the beach. Reflectors and spots all over the place, right? That's the difference between the guy with a cell phone and a professional photographer. Even we amateurs should strive to imitate the professional in our renders!
I was wondering how that worked with all these really dark spec maps I've been trying to get to shine but I kept forgetting to ask!
Thanks Paolo!
I was wondering how that worked with all these really dark spec maps I've been trying to get to shine but I kept forgetting to ask!
Thanks Paolo!
I found this Reality Artist Spotlight interview on dA very useful, especially with regards to glossiness settings ;-)
It was only after taking Paolo's class that I started using spec maps and they made an incredible difference :cheese:
Thankies much, Richard :)
Added maps to the clothes and if they come out well, it'll be done %-P
-Jaime
...I'm more into the "capturing the moment" look than an arranged scene or posed portrait. Those guys with the big ol' press cameras did some amazing stuff.
Also, for any action photography, like at a sporting event, all you have is the camera, film, and available lighting to work with.
Some characters come with Reality texture settings. How does one access them?
Hi Simon
It's not silly, don't worry :)
I know Reality uses mostly ACSEL Share, but i'm not really fan of that system.
Having the rsf files, and loading them WHEN you want to use them only, seems to me one of the best way to control the shaders used.
If you have any more concern, please, feel free to ask, i stay around
Here is a copy of what i wrote in the readme file, hoping it can help you, as proceeding the way i explain it works perfectly :)
-----------------------------------------------------------------------------------------------------------------------------
REALITY
The reality shaders are located in :
My DAZ 3D Library/RealityShaders/Persephone
To use them :
Load your genesis 2 female character with persephone textures on it. (it can be used with OTHER TEXTURES TOO)
In DAZ STUDIO, click Render > Reality Render
In the material tab, select ALL the genesis 2 female materials
(click on the first one, press SHIFT and click on the last one. All of them should be selected)
When all the material are selected, click on "shader operation" on the right part of the window
select "load shader"
Now navigate to "My Studio library", double click on it, select Realityshader, and inside you'll find a "Persephone" folder.
Now you don't need to select any file, you just click on "Choose" and it will load all the shaders.
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Tried it and it works a treat: the settings go where they're supposed to be for Reality; and while I do like fiddling around with material settings, can't deny the convenience ;-)
Thank you!!!
You're very welcome, tjohn :)
You're very welcome.
Reality looks interesting. If the price was $9.99 (the price I paid for Luxus) I'd buy it.
/Edit can you have the Reality and Luxus installed without clashing?
Yes, you can have both installed at the same time, without issue.
I found this Reality Artist Spotlight interview on dA very useful, especially with regards to glossiness settings ;-)
It was only after taking Paolo's class that I started using spec maps and they made an incredible difference :cheese:
Specular maps are essential—it's almost not worth using Reality/Luxrender without them.
However, I've noticed, probably due to the very much more complex shaders provided in DAZ Studio these days, that Reality 2 doesn't always pick them up. I'm sure this will be fixed in Reality 3.
When you load a scene into Reality, check the materials have their spec maps. If not, copy the link to the diffuse map into the (empty) spec map slot then click the cogwheel and select Change. This will take you to the texture map folder for the model and you will be able to search out the appropriate spec map and select it. You can then use copy with textures to copy this setting to the other surfaces that share the same maps (e.g. all "torso" surfaces). Any decent texture set will have spec maps (human figures particularly) and if it doesn't, consider using something else that does.
As for specular colour values, spec maps vary a lot so you will have to experiment. I've actually never set mine as pure white (nowhere near) and I've been quite satisfied with the results, but I intend to do more tests after reading this discussion.
I agree with ArtXtreme's glossy level range. I start at around 8500 and adjust as necessary using test renders. Bump levels also require close attention and experiment. The imported values that Reality converts from the DS settings vary wildly because the DS settings themselves vary a great deal, so you need to look at these carefully.
Hello!
Here is another Reality/Lux render I have just finished.
Again, I used only one light source. This time a curved light coming from top right. On the left side (just out of camra view) I placed a simple plane to reflect some light.
I think the materials look good, except the hair. Hair is always hard to make it look real. I fiddled around with the settings for a while. Then I gave up and turned all hair to "matte". This looks best for this hair.
The image was rendered up to about 1700 s/p, and was slightly corrected in Photoshop.
Hair is actually glossy, so Matte is not the best solution. I agree that hair is hard to make realistic. That depends heavily on the level of detail of the hair model.
...just a note...
Still here and still watching, had to take a break to get some other projects done.
You can get some nice results by setting the hair materials to be Metal (and selecting custom to get it to re-use the original DS textures) and experimenting with the level of polish.
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Another one. Hope you like it.
Very Nice!
That's why I love fibermesh hair!
It bogs down the computer, but I don't mind because I can step away from my pc or let it run over night :)
(tip: keep cats out of the room because they WILL walk over your keyboard)
You can get some nice results by setting the hair materials to be Metal (and selecting custom to get it to re-use the original DS textures) and experimenting with the level of polish.
Do you have some examples of how this turned out for you?
I did do this on occasion with white or grey hair...
Do you have some examples of how this turned out for you?
I did do this on occasion with white or grey hair...
Almost certainly, yes - just where they'd be however ... ;) Generally if I have done a Reality to LuxRender render in the past year or so and it includes hair I will, generally, have used 'custom metal' on the hair.
Dashed off a couple of demos (done quickly, so probably not the best!) - both exactly the same DS scene, one with hair textures left as loaded (top), one with them converted to metal, polish 6500 (bottom):
XoechZ I really like it a lot : #502.
I did the changes Pret-A-3D and StratDragon mentioned but I am not really happy. I guess I need to do easier stuff to begin with.
Let me know what you think. I numbered my different trials.
I also include another image to get your feedback.
Hope I don't bother you but that's the only way to improve.
Thank you for your time and knowledge.
...I think the last one looks really nice.
I agree!
A tad bit more light would work even better :)
Love how the eyes turned out!