Realistic Renders.... NOT! 14: A new frontier.....

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  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    My setup works for the ladies too, here is Anna.

    CHEERS!

    V6_Anna_AoA.jpg
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  • Richard HaseltineRichard Haseltine Posts: 102,334
    edited December 1969

    Rogerbee said:
    Rogerbee said:
    light it with UE2 and a distant and a specular spotlight with the photometric mode turned on.

    Not sure I understand this, as UE2 is 3DL only and photometric is Iray only.

    It's not the UE2 that has the photometric, it's the distant light and the spotlight. Here's a screenshot of the distant light. You have to have the hidden parameters turned on to access the controls.

    CHEERS!

    The Iray features are disabled - you are seeing them because you have show Hidden Parameters on.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Ahh, gotcha, so they're not actually 'on' even though the button is, right. Thanks for clearing that up.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    G3F wanted to join the party,

    Anyone any ideas what is going on with the shadows?

    CHEERS!

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  • DireBunnyDireBunny Posts: 556
    edited December 1969

    Rogerbee said:

    G3F wanted to join the party,

    Anyone any ideas what is going on with the shadows?

    CHEERS!


    Do you have raytraced shadows mixed with deep shadow map? that's when i get grain like that.

  • RogerbeeRogerbee Posts: 4,460
    edited July 2015

    No, I don't, only the distant light has shadows enabled and they are set to raytraced. I found this thread which made a suggestion that made sense:

    http://www.daz3d.com/forums/discussion/22741/

    The hair is autofitted from G2F to G3F and was a freebie. I tried refitting it but it made no difference. The hair is fine on V6.

    CHEERS!

    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Hmm,

    There seems to be similar murkiness without hair too. I'm sure I didn't get that with my G2 renders and they used the same lights. Odd....

    CHEERS!

    G3F_AoA_No_Hair.jpg
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  • ArtiniArtini Posts: 9,669
    edited December 1969

    For G2 and 3Delight, I prefer eyes of http://www.daz3d.com/fw-ashley

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  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    They look too fake to me. G3F can't use Actual Eyes 4 properly due to the different names of the Eye Reflection material zone, they call it Eye Moisture on G3.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited July 2015

    I tried the hair on V6 and got the same thing. Then I took another look at Bjorn and I got the same murkiness from the shadows on him too. I can't work out what it is. I'd used UE2 lights on other things in this build of Studio and hadn't noticed anything off. I don't think it's a shader issue because I'm sure I tested Darius 6 with this build of DS and didn't notice anything.

    I put a spotlight up with the same co-ordinates and that made no difference. I then decided to give the AAL and ASL a whirl, and I really like what I see. I think I've been quick to write these off in the past too. I want to get the Advanced Distant Light now!

    CHEERS!

    Bjorn_Old_AoA_Lips.jpg
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    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    If you take a look at Artini's render, in particular the shadow on the neck, you can see some of that murkiness, not as much as on mine, but, it is there. I tried the DZ shader lights on my G3F scene and the murkiness was even worse. Does anyone think that something has gone awry with the Default Lights and Shaders bundle!? I don't recall seeing any effects like this the last time that was installed.

    Thoughts?

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited July 2015

    After looking at this thread: http://www.daz3d.com/forums/discussion/48971/P15

    I decided to give UE2 another go. The thread suggested setting the occlusion on the UE2 to 'occlusion with soft shadows' and turning it down to 75% and the saturation down to 50%. It looks to have reduced some of that murkiness.

    Later on I might try the hair again and see how it looks

    CHEERS!

    G3F_UE2_Less_Occlusion_Saturation.jpg
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    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Another experiment,

    I stuck with the AoA lights for the ambient and specular, but put back the original distant light. Looks better to me. It looks like it was the occlusion on the UE2 that was causing the problems.

    I'll continue with this light set up till I get the Advanced Distant Light, happy for now....

    CHEERS!

    Bjorn_Old_Original_Distant_Light.jpg
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  • ArtiniArtini Posts: 9,669
    edited July 2015

    I have adjusted UE2 according to the suggestions, Rogerbee,
    but cannot see any significant change in murkiness.

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    Ashley11pic01gimp01.jpg
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    Post edited by Artini on
  • ArtiniArtini Posts: 9,669
    edited December 1969

    I have just found, that Daz3D will be offering their assets also in Unity store.
    https://www.morph3d.com/
    http://www.daz3d.com/forums/discussion/58351/
    That is a great news for me.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Artini said:
    I have adjusted UE2 according to the suggestions, Rogerbee,
    but cannot see any significant change in murkiness.

    I didn't that much either, I'm sure it wasn't like that in older builds. I know that G2 was adjusted to work better with Iray, maybe they broke something somewhere. I'm going to totally switch to AoA lights next week, at least they won't be affected by new builds of DS.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Artini said:
    I have just found, that Daz3D will be offering their assets also in Unity store.
    https://www.morph3d.com/
    http://www.daz3d.com/forums/discussion/58351/
    That is a great news for me.

    Interesting, as that Gizmoz thing didn't seem to come to much. At least not that I've heard of anyway.

    CHEERS!

  • DireBunnyDireBunny Posts: 556
    edited December 1969

    Rogerbee said:
    Artini said:
    I have adjusted UE2 according to the suggestions, Rogerbee,
    but cannot see any significant change in murkiness.

    I didn't that much either, I'm sure it wasn't like that in older builds. I know that G2 was adjusted to work better with Iray, maybe they broke something somewhere. I'm going to totally switch to AoA lights next week, at least they won't be affected by new builds of DS.

    CHEERS!

    This might just be me but, I work almost exclusively with AoA shaders lights and cameras now, and since the update to the newest version of daz studio i have one problem. If you don't think you will use this feature,or if the problem is just mine, it might not bother you.

    Light flagging, it doesn't seem to work anymore on surfaces that use AoA shaders. At first i thought that the flagging was broken all the way, but i added in two primitives and tested it. Light flagging worked on the primitives, just not on anything i used the AoA shader on.

    I did a re install of everything before and after and still not working for me. everything else seems fine though. So like i said it's either bugged or an isolated case that just hit me .


    Here was my test. two spheres. one AoA ambient. first render nothing flagged both lit up.

    2: set diffuse of sphere 1 to 50% left other alone flagged ambient to light up only 50% diffuse. result. sphere number one lit up, number two dark.

    3: set up the opposite flagged 50% diffuse to be ignored by light. sphere number two rendered the first remained dark.

    so far all good.

    next i added the AoA shader to sphere number 1 (the 50% diffuse) left the light to ignore, hit render and both spheres lit up.
    only number two should have been lit.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    I downloaded and installed version 1.3 of the Ambient and Spot lights and I flagged the Drifter Hair in that render of Bjorn I did and I'm sure that did render quicker. Kyoto did note that the cameras were broken and she may have filed a bug report. One would hope this isn't a ploy to get us to switch from 3Delight to Iray.

    Anyhow, I checked Darius out with the combo light set and I'm happy. The lights will make more sense in the context of a scene, right now I'm seeing what the skins are like with them. Darius also works really well with the HD morphs from Boris.

    CHEERS!

    Darius_Old_AoA_DS_Mix.jpg
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    Darius_AoA_DS_Mix.jpg
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  • RogerbeeRogerbee Posts: 4,460
    edited July 2015

    Here's Anna with the lighting mix,

    I know folk will say, adjust the light intenstity or change her skin. No, the lighting is bright sunlight and will look different when she's posed and in a scene. This is outdoor lighting and you can't change the intensity of the sun.

    CHEERS!

    Anna_AoA_DS_Mix.jpg
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    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Here is Darius and the lights in the context of a scene. The distant light is a placeholder till I get the Advanced one. I think you can see where I was going with the lighting now. I know, a figure, in a full scene and it's not in a studio with portrait lighting!

    CHEERS!

    Darius_Outdoors_02.jpg
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    Darius_Outdoors_01.jpg
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  • kyoto kidkyoto kid Posts: 41,202
    edited December 1969

    Rogerbee said:
    Artini said:
    I have adjusted UE2 according to the suggestions, Rogerbee,
    but cannot see any significant change in murkiness.

    I didn't that much either, I'm sure it wasn't like that in older builds. I know that G2 was adjusted to work better with Iray, maybe they broke something somewhere. I'm going to totally switch to AoA lights next week, at least they won't be affected by new builds of DS.

    CHEERS!

    This might just be me but, I work almost exclusively with AoA shaders lights and cameras now, and since the update to the newest version of daz studio i have one problem. If you don't think you will use this feature,or if the problem is just mine, it might not bother you.

    Light flagging, it doesn't seem to work anymore on surfaces that use AoA shaders. At first i thought that the flagging was broken all the way, but i added in two primitives and tested it. Light flagging worked on the primitives, just not on anything i used the AoA shader on.

    I did a re install of everything before and after and still not working for me. everything else seems fine though. So like i said it's either bugged or an isolated case that just hit me .


    Here was my test. two spheres. one AoA ambient. first render nothing flagged both lit up.

    2: set diffuse of sphere 1 to 50% left other alone flagged ambient to light up only 50% diffuse. result. sphere number one lit up, number two dark.

    3: set up the opposite flagged 50% diffuse to be ignored by light. sphere number two rendered the first remained dark.

    so far all good.

    next i added the AoA shader to sphere number 1 (the 50% diffuse) left the light to ignore, hit render and both spheres lit up.
    only number two should have been lit.
    ...actually the using flagging with AoA's SSS shader was broken since 4.7 I reported it back then.

  • DireBunnyDireBunny Posts: 556
    edited December 1969

    ah. I stayed on 4.5 until 4.8 beta came out. Sucks but i guess at least i know it's not just me then lol.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    I never really used the AoA lights in 4.7. I knew that you needed to reinstall them with each build, but didn't bother till now. One thing I do want to do, which I will when I can afford to, is to get Khory's tutorial about all the AoA stuff. I hear that's a good one.

    It's interesting that they've kept them as bitrock installers and haven't made them in to zips, difficult to tell when they were updated

    CHEERS!

  • kyoto kidkyoto kid Posts: 41,202
    edited December 1969

    ...yeah, the SSS flagging was borked in 4.7, an absolute real pain which is why I am working in Iray. Has something to do with the Shader mixer..

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    You don't get any 3Delight error messages and I'm sure it still works on hair, which is the only thing I use it on anyway. I had a look round the forum threads and nothing conclusive was ever posted since the last reply in May. AoA has been quiet too.

    I'm happy to carry on with what I have as they work for what I intend them to work on

    CHEERS!

  • kyoto kidkyoto kid Posts: 41,202
    edited December 1969

    ...that's the odd thing, I would think there would be some type of shader or camera error message but there isn't. I simply does hasn't worked on the Skin SSS shaders since ver 4.6. Something do do with a change in the Shader mixer since 4.7 I heard.

    Colour, Vignette, and Graphic Art cameras also still broken.

    This is part of the reason I have been sticking with Iray as these some of my most important tools for 3DL especially after having a UE render take over 16 hours to finish.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    It looks to me as though they made the alterations to Shader Mixer to incorporate Iray, and it could be that the alterations were made at the expense of 3Delight. Will anything be fixed!? Probably not unfortunately, as it could break Iray and they wouldn't want that. The last entry on AoA's site said that he was giving up making armour due to ill health, whether this means he's given up 3D as well wasn't clear. If he has then he should pass on what he knows to someone that knows what they're doing with it. I think Khory and Dimension Theory could share that between them.

    I've changed my mind about what to buy on Wednesday, V7 can wait, I now want Khory's tutorial and the Advanced Distant Light

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Just had another crack at Nevio and I think this is the best I've seen him look.

    CHEERS!

    Nevio_AoA_New_Skin.jpg
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  • ArtiniArtini Posts: 9,669
    edited July 2015

    Yes, Khory tutorial is good on explaining AoA settings.
    I only wonder, why there is not any one character on the market, that does not require such complicated adjustments
    and work right out of the box. I think if vendors (PAs) would just provide such preset for their characters (as an option),
    it will be much easier to use them for ordinary Daz users.

    Post edited by Artini on
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