Reality is back ! (COMMERCIAL)

11213141517

Comments

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Yea, much much better. Pretty render! WOOT

  • xmasrosexmasrose Posts: 1,403
    edited November 2014

    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:


    xmasrose said:
    Very informative thread!

    I just want to share this image. I learned a lot making it (I am a newbie concerning Reality).
    Feel free to give me any advice to make it look better.

    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.

    14-10-017.jpg
    597 x 191 - 41K
    skin_face.jpg
    805 x 740 - 294K
    Post edited by xmasrose on
  • pcicconepciccone Posts: 661
    edited December 1969

    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.

  • OstadanOstadan Posts: 1,125
    edited December 1969

    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!

  • StratDragonStratDragon Posts: 3,167
    edited December 1969

    Pret-A-3D said:
    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 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!

  • 3dLux3dLux Posts: 1,231
    edited December 1969

    Pret-A-3D said:
    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 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:

  • 3dLux3dLux Posts: 1,231
    edited November 2014

    RAMWolff said:
    Yea, much much better. Pretty render! WOOT

    Thankies much, Richard :)

    Added maps to the clothes and if they come out well, it'll be done %-P


    -Jaime

    Post edited by 3dLux on
  • kyoto kidkyoto kid Posts: 41,050
    edited December 1969

    Ostadan said:
    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'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.

  • TJohnTJohn Posts: 11,102
    edited December 1969

    Some characters come with Reality texture settings. How does one access them?

  • 3dLux3dLux Posts: 1,231
    edited November 2014

    tjohn said:
    Some characters come with Reality texture settings. How does one access them?

    @tjohn That's a good question because I just installed Cake One's Persephone. And while the folders show up in the Directory the Reality shaders don't, for some reason :question:

    EDIT: Found this solution here

    Cake One said:
    This may sound silly but how does one go about using the files in the RealityCF component? I've skimmed the Reality User Guide and the only mention of .rsf format file is the fact that they used to be used before a central database was implemented.

    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.
    ---------------------------------------------------------------------------------------------------------------------------------


    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 ;-)

    Post edited by 3dLux on
  • TJohnTJohn Posts: 11,102
    edited December 1969

    Thank you!!!

  • 3dLux3dLux Posts: 1,231
    edited December 1969

    tjohn said:
    Thank you!!!

    You're very welcome, tjohn :)

  • pcicconepciccone Posts: 661
    edited December 1969


    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!

    You're very welcome.
  • none01ohonenone01ohone Posts: 862
    edited November 2014

    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?

    Post edited by none01ohone on
  • SimonJMSimonJM Posts: 5,982
    edited December 1969

    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.

  • Hiro ProtagonistHiro Protagonist Posts: 699
    edited December 1969

    Pret-A-3D said:
    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 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:
    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.

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    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.

    reality_scene.jpg
    1000 x 1200 - 189K
  • pcicconepciccone Posts: 661
    edited December 1969

    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.

  • kyoto kidkyoto kid Posts: 41,050
    edited December 1969

    ...just a note...

    Still here and still watching, had to take a break to get some other projects done.

  • SimonJMSimonJM Posts: 5,982
    edited December 1969

    XoechZ said:
    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.


    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.
  • Amethyst25Amethyst25 Posts: 44
    edited November 2014

    Post removed

    Post edited by Amethyst25 on
  • XoechZXoechZ Posts: 1,102
    edited December 1969

    Another one. Hope you like it.

    reality_scene.jpg
    1000 x 1200 - 196K
  • Amethyst25Amethyst25 Posts: 44
    edited December 1969

    Very Nice!

    XoechZ said:
    Another one. Hope you like it.

  • SylvanSylvan Posts: 2,711
    edited December 1969

    Pret-A-3D said:
    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.

    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)

  • SylvanSylvan Posts: 2,711
    edited December 1969

    SimonJM said:
    XoechZ said:
    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.


    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...

  • SimonJMSimonJM Posts: 5,982
    edited December 1969

    Estroyer said:
    SimonJM said:
    XoechZ said:
    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.


    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...
    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.

  • SimonJMSimonJM Posts: 5,982
    edited November 2014

    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):

    HairTest_p6k5.png
    850 x 1100 - 862K
    HairTest_std.png
    850 x 1100 - 870K
    Post edited by SimonJM on
  • xmasrosexmasrose Posts: 1,403
    edited November 2014

    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.

    actual_hairG2F-6_copie.jpg
    600 x 800 - 277K
    Sans_titre-1.jpg
    2000 x 684 - 831K
    Post edited by xmasrose on
  • kyoto kidkyoto kid Posts: 41,050
    edited December 1969

    ...I think the last one looks really nice.

  • SylvanSylvan Posts: 2,711
    edited December 1969

    Kyoto Kid said:
    ...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!

Sign In or Register to comment.