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All I know is I can't wait to see what you have planned for Reality 3 for Studio. I have Reality 3 for Poser and if that is anything to go by then we will all be in for a treat.. :)
Thank you ghosty12, I really appreciate your support.
Cheers.
...well launced a render of the same scene last night. Nine and a half hours later still needs dome time to "cook" however, I already notice several issues. I also did use the Reality Sunlight (which I positioned in the same place as the original Advanced Distant light) and one of the outdoor IBL spheres then turned off the three AoA Advanced lights in the scene.
--The overall lighting looks too "cool" even though I adjusted the colour of "sun" to match that of the original Distant light..
--I do not see any shadows yet (is that calculated in a separate pass?)
--It appears that the scene is being lit from underneath as the undersides of the bus shelter ceiling and helicopter are extremely bright.
--Reflections in the glass of the bus shelter and the convex mirror on the light pole are missing (again wondering if this is calculated later)
--The 100% Ambient setting I have on the car's tail lights is not evident.
--The tiling setting I had for DimensionTheory's Shades of Life Urban which I used for the road surface defaulted to 1 rather than the settings I used and appear to have no bump map applied.
On the other hand.
The skin textures are looking pretty good, same for the clothing as well
However, again, the striped shader for the top the girl who is jumping is wearing (an AoA shader that only shows post render) isn't there. Apparently this means any shader which is 3DL dependent (like Shades of Life) will not carry over into the Reality/Lux render as well as any hair created with Garibaldi Express or LAMH..
One other thing I notice is that in the log tab, I keep getting are the following error messages:.
[2014-10-05 10:22:23 Info: 0] Writing resume film file
[2014-10-05 10:22:23 Error: 2] Cannot open file 'C:/Users/be/reality_spi20.flm.temp' for writing resume film
[2014-10-05 10:22:23 Info: 0 Writing Tonemapped PNG image to file 'C:\Users\be\reality_spi20.png'
[2014-10-05 10:22:23 Severe error: 2] Cannot open PNG file 'C:/Users/be/reality_spi20.png' for output
I set these files to go to the desktop as when I attempted to launch the render I would get an error dialogue which mentioned that the default paths for these files were not valid and I should set my on path. The render keeps progressing and the files do appear on the desktop so not sure as to whether these messages are relevant.
But in the end the fun bit is tinkering with the lighting and so on while the image renders.. The one thing is that the more you have in a scene the longer it will take to render to a nice state, and how many lights in the scene and where it goes also slow things down.. The way you can tell is by looking at the efficiency percentage or the eff% in Lux as the image is rendering the higher the percentage the better.. :)
Did forget on thing if you are using the picture as a background option in Studio for some reason it will not render, not sure why have yet to work that out..
...thanks for the tips, forgot about making the tail lights a light source. May also have to do that with the bus destination marquee as well
Also discovered there is a temperature slider in the active render screen that can be adjusted during the render.
This is my first attempt with a full scene so yeah need to mess around with it. Also need to transfer the PDF guide to the notebook so I can have it open while going though all the settings.
Will have to change shader map for the road as yes, the settings for Shades of Life only work if rendering in 3DL. Disappointing because I like the worn red brick texture since again most of the other road texture maps I have look too "CG". as they are too "clean" and don't have enough variance to them. May have to go online and look for some photographic road surface or brick tiles.
No problems glad to help where I can.. :) If this is the product http://www.daz3d.com/shades-of-life-urban-construct you are using you can get around some of the texture issues as Reality does have a setting for diffuse map and specular maps, but no displacement section at the moment.. Though if I remember right (not really sure) Reality 3 does have I think displacement and bump map sections and a whole lot more..
Will have to install Poser to find out.. lol But I am pretty sure it will have them..
thank you ever since I got Reality 1.25 then 2.5 I have been one happy camper and when you did version 3 for Poser I was very happy, and with the upcoming release of version 3 for Studio I will be even happier.. :)
I posted that I purchased Reality for DAZ Studio yesterday but did not get a serial number.
I opened a case with DAZ support. I do show a serial number now.
Just an FYI to others who had the same problem.
No problems glad to help where I can.. :) If this is the product http://www.daz3d.com/shades-of-life-urban-construct you are using you can get around some of the texture issues as Reality does have a setting for diffuse map and specular maps, but no displacement section at the moment.. Though if I remember right (not really sure) Reality 3 does have I think displacement and bump map sections and a whole lot more..
Will have to install Poser to find out.. lol But I am pretty sure it will have them..
...unfortunately the tiling size is handled in 3DL as I have to set the it in the surfaces tab using a different channel unique to the shader rather than the usual "vertical/horizontal tiles" one. The only way to see the final effect is to run a test render.
Public Service Announcement :)
I received update from DAZ that they have assigned all the pending serial number and the new batch of numbers has been added to their database.
So, everybody should be able to register and use their copy of Reality and new purchases will automatically receive the serial number, which can be found in your account page.
Thanks again for your patience while we worked on this issue.
1. Don't use 'fake' lighting techniques, such as ambient. Luxrender deals with real-world physics, and the ambient channel is completely ignored. If you want a surface to shine, consider making it a light source.
2. 3Delight shaders will only work in 3Delight, so procedural shaders won't work at all in Lux. Luxrender does have procedurals of its own, but Reality can't access yet them sadly (Reality 3 is addressing this).
3. Reflections are calculated in real time, but there's a caveat to this. Since it calculates light based on real-world physics, items will reflect based on the roughness of the surface. A matte surface will deflect light in lots of directions, so reflections won't appear. Smooth surfaces will deflect light in more predictable directions, resulting in reflections.
4. Shadows are also calculated in real time. And, just like the real world, shadows can be lightened if there is another light source brightening the place up or the light is scattering too much. This can make them nearly invisible in some cases, just like the diffused light on a cloudy day can make your own shadow vanish. Try reducing the number of light sources if a scene seems overly bright.
5. The sunlight option is essentially a direct light (the 'Sun') and an IBL of its own. It's a special kind of IBL however. The position of the 'Sun' in the sky dictates the colour of the IBL. Sink it close to the horizon, and you get a lovely reddish hue to the scene, similar to a sunset or sunrise. Raise it high, and the light becomes lighter, bluer and more clean.
6. Less is more with Reality. Don't flood the scene with too many lights as this will invariably impact render times quite a bit. You can get a great scene with relatively few lights, so be choosy about which lights to include and which ones to avoid and you can keep render times at a nice pace.
7. Beware Opacity! Opacity is used in a very different way for Luxrender materials. While in 3Delight you can make a glass material by setting the opacity to a very low amount, in Reality you want to set the opacity to full opaque and let the glass material do the work instead.
Any object using 'opacity' will act as if a percentage of the object isn't actually there at all, which means some light can pass through the object without being refracted or reflected. Obviously, this isn't very much like the real-world. It's fine for simple materials, but avoid using it on large complex items when another shader might be a better choice.
As noted above, lighting tricks commonly used in 3DL won't work in Lux.
For tail lights, I recommend converting the surface to a mesh light, and then dialing the intensity down to starting point of around 0.0001000 in Lux, adjusting as necessary to create the desired luminosity.
Yep I woke up this morning and the serial number was there! Thanks Paolo! Can't wait to check it out....after and 8 hour training course on my day off :( lol.
No, the idea of a separate pass makes no sense in LuxRender. If you don't see the shadows it means probably that you used an LDR map and the lighting is very diffuse.
[2014-10-05 10:22:23 Info: 0] Writing resume film file
[2014-10-05 10:22:23 Error: 2] Cannot open file 'C:/Users/be/reality_spi20.flm.temp' for writing resume film
[2014-10-05 10:22:23 Info: 0 Writing Tonemapped PNG image to file 'C:\Users\be\reality_spi20.png'
[2014-10-05 10:22:23 Severe error: 2] Cannot open PNG file 'C:/Users/be/reality_spi20.png' for output
That is generally a permission issue. Make sure that that directory is writable by Lux.
While everyone has been really forthcoming with some great tips and it's amazing to see this forum coming together over a plug in that so many feel of us so strongly supportive of it should be pointed out that Reality comes with a world class users guide called The Reality Users Guide or (RUG). this 100+ page PDF clearly and concisely explains all the features of this incredible piece of software in a expertly laid out document.
The RUG is nothing short of remarkable, even if you just want to see how this software works.
it's literally on the desktop of my all computers because the references are invaluable when I have questions.
http://preta3d.com/repository/Reality_docs/Reality_Users_Guide_2.0
I am going to chime in a few things of my own having used this for 30 months. There are many tips I leaned through forums and PM with fellow Reality user to work out stuff that is not covered in the RUG. One of them being workarounds with what I feel is Reality's Achilles Heel Reality Data and saving your "shaders" aka settings. I have seen advice on hiding everything to speed up renders. It all depends what is in the scene lighting types of materials used ect. Finally the bigger the machine the faster it will render. I have a 3 year old i7 HP notebook and an 18 month old killer 32G workstation with a fire pro card I am hard pressed to see faster render times on the more powerful machine. I am wagering this may have to do with the fact that we are not GPU rendering. having said all that I tremendously enjoy the results I can get as Paolo has seen on many occasions :)
ARGH! I'm getting there. Just can't quite run it yet.
I finally had a serial number post to my list of registered products. But it's apparently in the wrong format. Too long to fit into the plugin's registration field, and of course the plugin rejects what I can fit into it.
I've updated my service case.
No hard feelings; this is just one of those little Murphy's Law things that comes along and bites us all on the ankles from time to time. Looking forward to getting this ironed out :lol:
The serial number is correct
The most common cause for this issue is pasting the serial number in the wrong place. Check if all the characters are present in the field. If they are not it's very likely that you have pasted the serial number starting at the second or third character in the field.
Erase the data and make absolutely sure that you have the cursor in the leftmost column of the serial number field and paste again.
Cheers.
For clarification, I'm not saying don't ask other users I ask other users all the time. I was making the point that the documentation for this software (which can be a rarity these days) goes over the software in great detail and it's very easy (not too technical) to read, but I don't think a weekend goes by without me asking and/or answering a question somewhere in the internets about this software, and if you're on the fence with buying it you can at least look at the features and how they work from the RUG
The serial number is correct
The most common cause for this issue is pasting the serial number in the wrong place. Check if all the characters are present in the field. If they are not it's very likely that you have pasted the serial number starting at the second or third character in the field.
Erase the data and make absolutely sure that you have the cursor in the leftmost column of the serial number field and paste again.
Cheers.
...and that did the trick. Duh. Thank you!
That is generally a permission issue. Make sure that that directory is writable by Lux.
...as can be seen by the 3DL version I posted above, the scene is fairly involved so I expected it to take some time (in 3DL it takes just shy of 2 hours). I was only using the Realiity "Sun" and one of the outdoor IBL spheres (swimming pool).
I used no other lights in the scene as when I tried to add a softbox light, the scene in the viewport went totally black. I wasn't aware that the sun had it's own IBL component as HeraldOfFire mentioned above. Has for HDR maps, I don't have any (other than those that come with UE based light sets) and do not have a digital camera to create my own so not sure how to to solve that.
As to the repetitive error statements, when I tried to launch the render, an error dialogue box popped up that mentioned the path was invalid and it suggested setting a different one (which I did to the desktop). I'll have to go through the start up again tonight when I get home to get the exact wording of the error dialogue that pops up.
The UE maps are not usable, they are not detailed enough and not HDR, as far as I know. The maps included with Reality are all HDR. If you are using the Summi Pool then you don't need the sun. If you want to add a brighter sun light just add a mesh light, scale it down and move it up in the sky in the same direction where the sun from the IBL map is. The set it to something like 3000 watts or more. Make sure that you use the Linear tonemapper so that you can set the exposure manually or Lux will constantly adjust the exposure like a point-and-shoot camera. If it does that then there is not way of changing the relative brightness of the lights. You need to balance the meshlight in relation to the IBL light and for that you need to use manual exposure.
You don't need to make your own maps with a camera to obtain HDR maps. There are many available on the Web, you just need to do a search. You can get a lot of them from hdrlabs.com for free.
Cheers.
The UE maps are not usable, they are not detailed enough and not HDR, as far as I know. The maps included with Reality are all HDR. If you are using the Summi Pool then you don't need the sun. If you want to add a brighter sun light just add a mesh light, scale it down and move it up in the sky in the same direction where the sun from the IBL map is. The set it to something like 3000 watts or more. Make sure that you use the Linear tonemapper so that you can set the exposure manually or Lux will constantly adjust the exposure like a point-and-shoot camera. If it does that then there is not way of changing the relative brightness of the lights. You need to balance the meshlight in relation to the IBL light and for that you need to use manual exposure.
You don't need to make your own maps with a camera to obtain HDR maps. There are many available on the Web, you just need to do a search. You can get a lot of them from hdrlabs.com for free.
Cheers.
How this is accomplished can be understood via the video tutorial on Skies of Reality Vol. 2.
Skies of Reality Vol. 2 - Understanding Mesh Lights:
https://www.youtube.com/watch?v=ZZ16Ebd4Rf0
Skies of Reality Vol. 2 is what I used in my Arriving Escort images I linked to here in an earlier post. This is a great set and it is designed with Reality/LuxRender in mind (an update of the product included native versions for Carrara and DAZ Studio). Great for scenes where you need the sky reflect off water for realism.
http://www.daz3d.com/skies-of-reality-volume-two
I just had to share this!
http://fav.me/d7y7mim
Made with Reality!
Impressive! Looks like the metal implants set for Genesis!
Two questions which the guide doesn't seem to cover...
1: In Daz Studio, does Reality use a different way to create a motion blur than the conventional one used for 3Delight? Or is it the same principle?
2: So far, there aren't any shaders I know of to make a surface appear as if it's glistening wet (for instance, a diving costume, sea creature or hull of a ship). However, would there be a way to do this in Reality? And could such a technique also be used to make something look like it's covered in, say, resin or honey?
Yes, you can simply raise the brightness of the specular color to something pretty high, like 127,127,127 (medium grey) and set the glossiness strength to 9900. The brightness of the specular color determines how much light is reflected by a material. High brightness means higher reflection. A medium gray level reflects 50% of the light.
For Alien's goo I would suggest to use the glass material :)
Hope this helps.
From the version of Reality 3 for Poser that I have there are a number of options that I would assume will be in the Studio version.. Those being a Bump and Displacement textures and settings section..
Also there is a Volume Tab under the Materials Tab and also another Volumes Tab in the main window not yet sure what it does not played around with it just yet.. lol
And loads more options.. :)
The UE maps are not usable, they are not detailed enough and not HDR, as far as I know. The maps included with Reality are all HDR. If you are using the Summi Pool then you don't need the sun. If you want to add a brighter sun light just add a mesh light, scale it down and move it up in the sky in the same direction where the sun from the IBL map is. The set it to something like 3000 watts or more. Make sure that you use the Linear tonemapper so that you can set the exposure manually or Lux will constantly adjust the exposure like a point-and-shoot camera. If it does that then there is not way of changing the relative brightness of the lights. You need to balance the meshlight in relation to the IBL light and for that you need to use manual exposure.
You don't need to make your own maps with a camera to obtain HDR maps. There are many available on the Web, you just need to do a search. You can get a lot of them from hdrlabs.com for free.
Cheers.
...well I do have Skies of Economy which does have separate files for use with Reality/Lux, maybe I'll try using one of those
Sounds like a lot more adjustment/tuning compared to what I already do with the Advanced Ambient and Advanced Distant light.
BTW, is there a dedicated Reality/Lux "nuts & bolts" type of thread somewhere where I can address these issues in a more appropriate manner?
Volumes give you the ability to create things like fog and light beams. The Volumes tab in Reality for Poser gives you the ability to create and manage volumes in the scene. The Volumes tab for a material gives you the options to attach a volume to a certain material.
Here is a video tutorial on how to create a bean of light using volumes:
http://youtu.be/CcT6XS5C4bY?list=PLSbKEPJg5Un-3vv0RSttRO26JVy6Fu04F
Cheers.
When will Reality 3 for DS be made available?