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uberEnvironment2 IBL map axis is wrong
Posted: 19 March 2013 01:16 AM   [ Ignore ]
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I have read some report, about UE2.
it cause wrong direction shadow and AO effect.

I thought it seems updated and removed alerady, so did not care it.
(and I have not tried UE2 before, so do not think much)

but,, a few weeks ago,, I want to try IBL then study and did some test.

Now I believe,, the IBLmap and effect are different direction.

these pic show it clear.

sphere is sopt light rendered prmitive sphere with ds default shader,
left sphere is UE2 light. applied KHpark.dsa.
just change scale.

the green part of rendered primitive,,should be caused by underground lawn glass of image map.
but the direction is different.  it show the axis of rotation is titled.

daz can not correct this wrong rotation?

and   how to fit your gackground image and effect of UE2 ?
simply rotate parented sphere,  and adjust it?

 

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ub2left.JPGBottomview.JPGbackview.JPGtopview.JPG
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Posted: 19 March 2013 06:29 AM   [ Ignore ]   [ # 1 ]
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Either rotate the sphere to match the light, or unparent the sphere and rotate the light to match the sphere - remember that th sphere is meant o be a preview, it isn’t required for UE to function. In any event, please make a bug report.

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Posted: 19 March 2013 08:53 AM   [ Ignore ]   [ # 2 ]
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Richard can you confirm there is problem? or you think it is not problem?
because You know , I am not so clear aboug daz tools still and 3d lighting.

I do not hesitate to send bug report about the clear bug or problem,
but , I feel strange , many forum member have not reported or pointed out
about rotation .

I know,the light sphere is meant to be a preview,
But,, if the angle is not same as pic,
it is difficult adjust light direction when use sphere as preview.
and decide the light.

I think,,, the IBL map color should be much the light effect..
so that it can work as preview, well.

It is not only about the preset of uberEnviroment2 preset, KHpark, or Kitchen image.

( I know these image can not work well as back ground image,
so they just used as light effect)

But when apply high resolution landscape image as background which used when make IBL maps,
the light effect must be close to the image. so that it can cause real effect. I think.

though I can unparent sphere, and change rotation of light root node, and save the poze preset,
as you said,, and (actually there is some tool) ,, but UE2 need update I think.

if there is problem or clear points to improve about products, it should be improved.
I belive so.

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Posted: 19 March 2013 09:47 AM   [ Ignore ]   [ # 3 ]
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I saw what you saw, and I agree it seems wrong - the whole point of the sphere with the image is to let you see how the light will fall, so you can position it as you want.

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Posted: 27 April 2013 04:44 AM   [ Ignore ]   [ # 4 ]
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For what it’s worth after all this time that the thread was started, I can verify that the axis of the EnvironmentSphere definitely do not match the IBL of UE2. I’ve only recently started using it too and was wondering why the lighting doesn’t seem to make sense…

After rotating the Environment sphere to seemingly match the lighting of the IBL, it’s also pretty evident that the horizon line of UE2 doesn’t match the scene without further rotating UE2 itself.

So basically if you want to use any typical IBL based on a equirectangular photo in a way that makes sense (i.e. horizon line of the photo horizontal and sky above ground), you have to manually adjust both UE2 and the environment sphere and then probably parent them to a null for easier rotation around the Y axis.

For anyone wondering here, are the rotation values that seem somewhat accurate - with the horizon line seemingly horizontal:

UE2:
X Rotate: 107
Y Rotate: 0
Z Rotate: -28

EnvironmentSphere
while normally parented to UE2 (you’‘ll have to unlock and unhide the rotation channels before being able to adjust these):
X Rotate: 64
Y Rotate: -22
Z Rotate: 82

Seems incredible that after all this time of UE2 being around and in use, something like this hasn’t been picked up and fixed already. Feel free to correct me if I’m wrong.

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Posted: 27 April 2013 11:26 AM   [ Ignore ]   [ # 5 ]
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Just to let you know that the Sphere has no relationship with how the light is emitted, meaning it is only for visual reference, a guide, and plays no part in lighting the scene.

I had a look on the bug site and couldn’t see a bug report, if one has been made and it is public can we have a link so we can add to it please.

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Posted: 27 April 2013 01:08 PM   [ Ignore ]   [ # 6 ]
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Szark - 27 April 2013 11:26 AM

Just to let you know that the Sphere has no relationship with how the light is emitted, meaning it is only for visual reference, a guide, and plays no part in lighting the scene.

I had a look on the bug site and couldn’t see a bug report, if one has been made and it is public can we have a link so we can add to it please.

Here’s the bug report: https://bugs.daz3d.com/view.php?id=49881

Yes, clearly the sphere is just a visual reference but it’s no use if it isn’t accurate. With a little more testing, though, it’s starting seem like the problem isn’t that the EnvironmentSphere or UE2 is tilted but rather than the mapping for UE2 (the lighting, not the reference) is distorted. See the attachment image.

The image displays the UE2 Environment sphere and a white sphere primitive lit by UE2 only. UE2 is set to Occlusion with soft shadows (I probably should’ve used Ambient but the results match these anyway) and the image used for the lighting has an even red color (horizontal gradient) on the top pole and an even green gradient on the bottom pole - as displayed by the Environment sphere. What we should be getting is an even red light distributed straight from the top, and an even green light distributed from the bottom. Clearly this isn’t the case.

edit to add: I’m using DS3 here but the results are the same with DS4.5

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Posted: 27 April 2013 01:35 PM   [ Ignore ]   [ # 7 ]
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Tempest! - 27 April 2013 01:08 PM

Yes, clearly the sphere is just a visual reference but it’s no use if it isn’t accurate.

I won’t argue with that.

Added to the bug report, thx for the link. I must get my eyes tested.

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Posted: 27 April 2013 02:06 PM   [ Ignore ]   [ # 8 ]
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Thanks for verifying the issue. It’s starting to look like something we can’t just work around.

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Posted: 27 April 2013 02:09 PM   [ Ignore ]   [ # 9 ]
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I was wondering for sometime about why I wasn’t getting to results I should be getting from using UE2. This really has got me a little peeved and I normal don’t get peeved with things like this.

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Posted: 27 April 2013 02:40 PM   [ Ignore ]   [ # 10 ]
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Yeah. Quite a strange thing to run into at this point, too.

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Posted: 28 April 2013 08:32 PM   [ Ignore ]   [ # 11 ]
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This is a well-known bug of UberEnvironment2. For this problem, script to fix it there.

IBL Transformer for UberEnvironment2, v3.03
http://oso.tea-nifty.com/blog/2011/10/daz-studio-34-i.html

To download it, click the icon of the colored circle of this page.

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Posted: 29 April 2013 08:46 AM   [ Ignore ]   [ # 12 ]
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Thanks a lot for the link! The script seems to work really well, in addition to being all around useful.

A well known bug, and yet it’s still there. mad

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Posted: 29 April 2013 11:20 AM   [ Ignore ]   [ # 13 ]
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And all along I thought it was ME that was the problem.

I could never make sense of the IBL orientation.  Now I discover it needed to be rotated on TWO axes (is that the correct plural of axis? part of me thinks so but only part).  Used that script, nifty dooad though I do not think it does everything it says it does (the quality settings do not seem to match what the INI says), that’s a small matter for getting an elegant work around.

How about we get a FIX instead?

//edit

what language is that site in? Pardon my ignorance.  There seems to be a very interesting SSS w/ ubersurface article there and I would dearly love to read it.

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Posted: 29 April 2013 05:20 PM   [ Ignore ]   [ # 14 ]
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evilded777 - 29 April 2013 11:20 AM

And all along I thought it was ME that was the problem.

I could never make sense of the IBL orientation.  Now I discover it needed to be rotated on TWO axes (is that the correct plural of axis? part of me thinks so but only part).  Used that script, nifty dooad though I do not think it does everything it says it does (the quality settings do not seem to match what the INI says), that’s a small matter for getting an elegant work around.

How about we get a FIX instead?

//edit

what language is that site in? Pardon my ignorance.  There seems to be a very interesting SSS w/ ubersurface article there and I would dearly love to read it.

Sorry, that site are written in Japanese. I think you can read if translated in Google. smile
http://translate.google.com/translate?sl=ja&tl=en&js=n&prev=_t&hl=ja&ie=UTF-8&eotf=1&u=http://oso.tea-nifty.com/blog/2011/10/daz-studio-34-i.html&act=url

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Posted: 29 April 2013 10:31 PM   [ Ignore ]   [ # 15 ]
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Japanese is usually the best guess for any great looking poser stuff in an Asian language you don’t recognize.

I haven’t fiddled with the quality settings because I adjust them manually, but I can confirm that the script does indeed seem to fix the mapping of the IBL in addition to rotating UE2 and the sphere. At least my test map used in the earlier post now renders exactly as expected. So in effect the script fixes the problem.

The integrated tdlmake powered HDR to TIFF converter is very useful too, particularly if you have a bunch of HDRI maps that you want to try out. Cuts out couple of extra steps from the process.

Thanks again, tofusan and Osomaki(?).

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