3Delight Surface and Lighting Thread

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Comments

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Rob and Dave without specular maps worked, I tried my other dark skinned textures and they weren't quite so good, never mind, one I can work with is better than none!

    CHEERS!

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    M6_Dave_No_Spec_Maps.jpg
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  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    I tried Bjorn and he looks good. You know what occurred to me is that all these fancy lights and shaders that AoA came up with make everything in the viewport look like it does in the render. Did they think that was what users wanted!? I mean, you look at scenes like the ones I've been doing and they look really strange in the viewport and yet look right when they render. At the end of the day, surely it's the eventual render that really counts, isn't it!?

    CHEERS!

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  • wowiewowie Posts: 2,029
    edited December 1969

    Rogerbee said:

    I tried Bjorn and he looks good.

    I love Bjorn. One of my favorite native textures for G2M/M6, along with Darius.

    You know what occurred to me is that all these fancy lights and shaders that AoA came up with make everything in the viewport look like it does in the render. Did they think that was what users wanted!? I mean, you look at scenes like the ones I've been doing and they look really strange in the viewport and yet look right when they render. At the end of the day, surely it's the eventual render that really counts, isn't it!?

    I have no idea, on both fronts, but in general viewport previews are generally bad in all 3D content creation apps. :)

    Of course, I would absolutely love a viewport render that gives you close to the quality they have on game engines now. Even if they're full of hacks, cheats and biased as hell, they look very nice and fully uses any GPU. :)

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    I hear you,

    I had a look at my UE2 light and I realised there was no HDR attached, oops! I remembered that Omni used Kitchen by default on the old UE so I stuck that on and I made sure the quality was set to Hi. I think they look even better now. What HDR do you use?

    CHEERS!

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  • wowiewowie Posts: 2,029
    edited December 1969

    Rogerbee said:

    I had a look at my UE2 light and I realised there was no HDR attached, oops! I remembered that Omni used Kitchen by default on the old UE so I stuck that on and I made sure the quality was set to Hi. I think they look even better now. What HDR do you use?

    Actually, none. :)

    But I do rely on KHPark for testing outdoor scenes and KHKitchen for indoor.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Oh, I liked the contrast better with one. Still, when I get PSK2 I'll be using your lights anyway.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Another thing, what is that backdrop with the reflective floor in your PSK2 promos and where can I get it/find it?

    CHEERS!

  • wowiewowie Posts: 2,029
    edited December 1969

    Rogerbee said:

    Another thing, what is that backdrop with the reflective floor in your PSK2 promos and where can I get it/find it?

    CHEERS!

    I think it was a freebie called 'Nike's Art Corner'. Basically, just two walls and a floor. Btw, Photo Studio Kit 2 doesn't use UE2, but UberArea Lights. The first kit does though as is the next one. :).

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    wowie said:

    Of course, I would absolutely love a viewport render that gives you close to the quality they have on game engines now. Even if they're full of hacks, cheats and biased as hell, they look very nice and fully uses any GPU. :)

    That's actually pretty simple to do...replace the OpenGL shaders with something more modern. The set Blender uses seems to be more advanced than the set Studio uses...and they aren't as advanced as those used in games (the games ones are proprietary and aren't usable outside the game). But I have no idea how to hack in a new set...

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    wowie said:
    Rogerbee said:

    Another thing, what is that backdrop with the reflective floor in your PSK2 promos and where can I get it/find it?

    CHEERS!

    I think it was a freebie called 'Nike's Art Corner'. Basically, just two walls and a floor. Btw, Photo Studio Kit 2 doesn't use UE2, but UberArea Lights. The first kit does though as is the next one. :).

    Here's the freebie...down at the bottom of the page.

    http://nikeimage.hu/free.html

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    mjc1016 said:

    Until we've got 1 TB 10,000 CUDA core vid cards and all pure GPU near-realtime rendering at 32K x32K images, I don't think most images are rendered in enough detail to notice. Besides, most 'models' have perfect skin...it's just us regular folks that don't.

    But it's not about detail actually. We're talking large areas with different reflectivity. The face has different zones, then they won't have the same shine as the skin on the body which, in turn, will have large areas that should have different specular roughness, too. I guess it does not matter for those who only render in some "fantasy" style or only want to emulate "glamour shots", particularly those where the model is oiled to accentuate muscle definition, or something; but when you are looking to emulate "classic art" (with "regular folks" as subjects), then it gets important. I'll see if I can find time to render examples.

    And I don't think I've ever seen anyone put makeup on hands or airbrush them... while hands play a large part in expressing an emotion, so they should look at least as convincing as the face.

    ----

    Rogerbee said:

    They look great, only I can't tell the difference between the Iray render and the 3Delight one. I thought the whole point of Daz adopting Iray was that we would.

    It's all in the artist, not in the tool.

    Looks good, if a little soft focus, I'd like to see a bit more detail in the skin.

    Thank you! And we're talking "artist" here again (although I, having no training, cannot claim to be one; I just make images). Softness is a choice, for me; first of all, I do not use diffuse over SSS (which means the details on the texture map will be softer in the render than in an image editor, all because of the SSS "smudging" them), and then, I switched to a lower-width Catmull-Rom filter instead of "DS Standard" 6x6 sinc - it's less sharp and hence less prone to aliasing in high-contrast regions. I also find it gives a more "film"-like style.

    What really needs to be done separately from the skin material is the brows. The best choice would be RiCurves (think LAMH). Proper eyebrow definition tends to make a lot of difference in the perceived "detail".

  • Oso3DOso3D Posts: 15,085
    edited December 1969

    With Iray, you might be able to put eyebrows on the top coat. Hrm

  • kyoto kidkyoto kid Posts: 41,838
    edited March 2015

    ...unless the eyebrows are a separate mesh or material zone, that will not work. In most (if not all facial textures save for toon characters), the eyebrows are painted directly onto the texture map. Genesis has no separate brow region like Gen4 had.

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

    wowie said:

    I think it was a freebie called 'Nike's Art Corner'. Basically, just two walls and a floor. Btw, Photo Studio Kit 2 doesn't use UE2, but UberArea Lights. The first kit does though as is the next one. :).

    Cool, I found it! UberArea eh, ooh, not delved into that one much.

    I had a look at Muskie's tutorial and updated my bump settings according to what I read, not much difference really. Anyhow, I tried out Nevio and then did a body shot of Bjorn. Looks like a beach shot, though I spent so much time messing with the skins that I never bought any trunks!

    CHEERS!

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    M6_Nevio_Uber.jpg
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  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Thank you! And we're talking "artist" here again (although I, having no training, cannot claim to be one; I just make images). Softness is a choice, for me; first of all, I do not use diffuse over SSS (which means the details on the texture map will be softer in the render than in an image editor, all because of the SSS "smudging" them), and then, I switched to a lower-width Catmull-Rom filter instead of "DS Standard" 6x6 sinc - it's less sharp and hence less prone to aliasing in high-contrast regions. I also find it gives a more "film"-like style.

    What really needs to be done separately from the skin material is the brows. The best choice would be RiCurves (think LAMH). Proper eyebrow definition tends to make a lot of difference in the perceived "detail".

    I hear you, I think I'm trying to work out what my style is and I know what you mean about eyebrows. I seem to remember somebody doing some in Garibaldi but I don't know what came of the project.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited March 2015

    Just tried Bjorn with a Catmull-Rom of 3x3 and I didn't notice much, should I have?

    CHEERS!

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    Post edited by Rogerbee on
  • kyoto kidkyoto kid Posts: 41,838
    edited March 2015

    ...the real power behind AoA's lights is the flagging, which is partly broken in versions of Daz newer than 4.6 (especially regarding SSS).


    Also when I apply SSS with the proper settings to a character, in the viewport it looks nothing like it does in the final render. On the Realistic....Not thread I attached two versions (one bucket and the other progressive render) of a rendered scene using 3DL with SSS and AoA's Advanced lights set to the correct intensity for the time of day and they looked fine.

    Same with the lights. The Advanced Spot and Distant light look no different in OpenGL than their standard Daz counterparts. True, the Advanced Ambient does have a different effect, however, there is no corresponding "basic" Daz light source. The only way to mimic it with the normal Daz lights is to do like Dreamlight did for LDP/LDP2 and create an array of 24 -28 low intensity distant lights pointing in different directions.

    As I create full (and fairly complex) scenes and don't do portraits, using UE tends to involve extreme render times since the scenes usually involve a number of other elements that drastically bog its performance down. This is why in 3DL I choose to use the AoA lights and fake the GI (after all, one of the beauties of 3DL is that you can "bend the rules" to get the results you want). I find rendering such a scene in 14 - 15 minutes preferable to 4+ hours.

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

    Kyoto Kid said:
    ...the real power behind AoA's lights is the flagging, which is partly broken in versions of Daz newer than 4.6 (especially regarding SSS).


    Also when I apply SSS with the proper settings to a character, in the viewport it looks nothing like it does in the final render. On the Realistic....Not thread I attached two versions (one bucket and the other progressive render) of a rendered scene using 3DL with SSS and AoA's Advanced lights set to the correct intensity for the time of day and they looked fine.

    Same with the lights. The Advanced Spot and Distant light look no different in OpenGL than their standard Daz counterparts. True, the Advanced Ambient does have a different effect, however, there is no corresponding "basic" Daz light source. The only way to mimic it with the normal Daz lights is to do like Dreamlight did for LDP/LDP2 and create an array of 24 -28 low intensity distant lights pointing in different directions.

    As I create full (and fairly complex) scenes and don't do portraits, using UE tends to involve extreme render times since the scenes usually involve a number of other elements that drastically bog its performance down. This is why in 3DL I choose to use the AoA lights and fake the GI (after all, one of the beauties of 3DL is that you can "bend the rules" to get the results you want). I find rendering such a scene in 14 - 15 minutes preferable to 4+ hours.

    I do hear what you're saying and maybe I will notice a lag in speed with more complex scenes, but, that last render of Bjorn took just over 2 minutes and featured a UE light. I've found UE complements US and gives me what I'm looking for. Mind you, PSK2 uses UberArea so I'll see what that does. With the improved 3DL in 4.8 I should be going great guns. When you don't have much money you learn to make the best of what you've got.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited March 2015

    Going back to what we were saying about brows, I had a plug in in Poser Called EZ Skin. It generated its own procedural bump maps and ignored the brows. Look how good they look in the close-up of Lana. Is there an equivalent of EZ Skin in DS?

    CHEERS!

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    Post edited by Rogerbee on
  • evilded777evilded777 Posts: 2,482
    edited December 1969

    ...a yet another test of my shaders. This time, M3.

    Render time is 8 mins on my laptop - I used 10 pixel samples, on the high side, to get smoother DOF. Shiny parts are the most difficult to resolve cleanly with DOF in the raytrace hider. What actually helps a lot, particularly with physically based specular and blurred reflections, is not using bump but displacement whenever the relief is anything but really really subtle: see, bump is "fake", it can't be raytraced properly. And when everything is raytraced, any obstruction will lead to artefacts.

    The skin is okay with bump. The window glass was not.

    Another thing to look out for: fireflies (see the light specks the earring throws on his neck). It's what you get when you do not do the biased thing and do not prune indirect specular paths. To clear this, you need more samples, but I'm lazy. I'm also too lazy to prune those paths shader-wise. In the future, when something like bidirectional light transport gets implemented internally, this should generally take care of itself, I think.

    Fun bit: Gen3 eye geometry lends itself better to the new RT SSS than that of Genesis 2. Genesis2 eyes have the sclera disconnected from the iris, which creates a darker border around this sclera edge in the SSS calculations.

    Mike 3 is looking pretty good there. Always preferred David in the Gen3 male line myself.

  • kyoto kidkyoto kid Posts: 41,838
    edited March 2015

    Rogerbee said:
    Kyoto Kid said:
    ...the real power behind AoA's lights is the flagging, which is partly broken in versions of Daz newer than 4.6 (especially regarding SSS).


    Also when I apply SSS with the proper settings to a character, in the viewport it looks nothing like it does in the final render. On the Realistic....Not thread I attached two versions (one bucket and the other progressive render) of a rendered scene using 3DL with SSS and AoA's Advanced lights set to the correct intensity for the time of day and they looked fine.

    Same with the lights. The Advanced Spot and Distant light look no different in OpenGL than their standard Daz counterparts. True, the Advanced Ambient does have a different effect, however, there is no corresponding "basic" Daz light source. The only way to mimic it with the normal Daz lights is to do like Dreamlight did for LDP/LDP2 and create an array of 24 -28 low intensity distant lights pointing in different directions.

    As I create full (and fairly complex) scenes and don't do portraits, using UE tends to involve extreme render times since the scenes usually involve a number of other elements that drastically bog its performance down. This is why in 3DL I choose to use the AoA lights and fake the GI (after all, one of the beauties of 3DL is that you can "bend the rules" to get the results you want). I find rendering such a scene in 14 - 15 minutes preferable to 4+ hours.

    I do hear what you're saying and maybe I will notice a lag in speed with more complex scenes, but, that last render of Bjorn took just over 2 minutes and featured a UE light. I've found UE complements US and gives me what I'm looking for. Mind you, PSK2 uses UberArea so I'll see what that does. With the improved 3DL in 4.8 I should be going great guns. When you don't have much money you learn to make the best of what you've got.

    CHEERS!
    ...when there's no transmaps or heavy transparency/reflectivity to deal with yes UE is just about as fast as using either the Daz basic or AoA's lights. Try a female character with something like Mentha Piperata's hair (if you have the character) and it will bring your system close to a grinding halt. In the pic I did with the character a couple years ago, I had to turn off the ray tracing for the hair as it just made the process seem to hang indefinitely. (after over two and a halt hours only a small percentage of the hair rendered). Didn't look as good though.

    Post edited by kyoto kid on
  • RogerbeeRogerbee Posts: 4,460
    edited March 2015

    That backdrop in PSK2, it wasn't Nike Art Corner. What you appear to have is a simple grey backdrop with a reflective floor, none of which are featured in Nike Art Corner. I think I've found what it was though, there's a Simple Backdrop by Flesh Forge and you can make the floor on that reflective, it's a case of getting the wall and floor to match.

    I think I got close....

    CHEERS!

    M6_Floor.jpg
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    Post edited by Rogerbee on
  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    ...there's also a set of portrait backgrounds for the Cyclorama

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Kyoto Kid said:
    ...there's also a set of portrait backgrounds for the Cyclorama

    That there is, never really liked them though, I like the simplicity of what I just did.

    CHEERS!

  • wowiewowie Posts: 2,029
    edited December 1969

    Rogerbee said:
    That backdrop in PSK2, it wasn't Nike Art Corner. What you appear to have is a simple grey backdrop with a reflective floor, none of which are featured in Nike Art Corner. I think I've found what it was though, there's a Simple Backdrop by Flesh Forge and you can make the floor on that reflective, it's a case of getting the wall and floor to match.

    I think I got close....

    CHEERS!

    Ah yes. You're right. Just checked the scene file and it's just a plane as a ground floor. I used Nike Art Corner for another product.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    No worries, what I did was to set the backdrop as glossy metallic and the floor as glossy plastic, I matched the diffuse and reflection colours, et voila! I really like it and will set it up as a studio scene where I'll put all your stuff.

    CHEERS!

  • wowiewowie Posts: 2,029
    edited March 2015

    As the (in)fanouse Hannibal Smith would say, "I love it when a plan comes together."

    About 4 and half minutes at 1080p. Pretty much everything is with UberSurface2, except for the environment sphere (KHPark) and that fire hidrant (which I forgot to convert)

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    Post edited by wowie on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    KRISHANKO said:

    maybe thats whats going on, but would you kindly tell me how to set the quality higher? cant seem to find the option.

    Sorry I didn't notice your post before now... Here is a screenshot of the content path; select the UberEnvironment2 thing in your Scene tab and click this:

    UE2_qualitypresets.png
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  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969


    Mike 3 is looking pretty good there. Always preferred David in the Gen3 male line myself.

    Thank you! Actually, I do prefer D3 to M3 as well, but when it comes to all the Michaels, my favourite is M3 and M6 next.
    I'll post more "oldschool" tests later.

    -----------

    With Iray, you might be able to put eyebrows on the top coat. Hrm


    Same as with a geometry shell or a 3Delight shader with a separate layer. But either way, for best results, you need a transparency mask for eyebrows. I'm too lazy right now to make one (even though I have a tutorial up about exactly that LOL).
    ...and "real" eyebrows will always be better.

    -----------


    Going back to what we were saying about brows, I had a plug in in Poser Called EZ Skin. It generated its own procedural bump maps and ignored the brows. Look how good they look in the close-up of Lana. Is there an equivalent of EZ Skin in DS?

    I'll need to take an EZSkin material apart to say for sure, but what the guys may be doing is multiplying a "de-coloured" diffuse map over "map-free" SSS (then the map does not get "smudged" by the scattering). It can be done in a 3Delight shader (what cannot?!), but it's just not what I prefer =)
    I'd rather get those LAMH brows finally done. There are fibermesh brows for Genesis on ShareCG, too, by JoeQuick.

    Just tried Bjorn with a Catmull-Rom of 3x3 and I didn't notice much, should I have?

    You will, when you start using backlighting and Fresnel attenuation on specular. Then the edges will be lit very strongly (100% reflectance), and with 6x6 sinc, there will be aliasing (stepping) and "ringing" (black borders in bright regions and white borders in darker ones). I find I go for 2x2 Catmull-Rom these days. Here's a screenshot from the documentation I'm writing for my kit...

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  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    wowie said:
    As the (in)fanouse Hannibal Smith would say, "I love it when a plan comes together."

    About 4 and half minutes at 1080p. Pretty much everything is with UberSurface2, except for the environment sphere (KHPark) and that fire hidrant (which I forgot to convert)

    So cool =) Is the coat using an opacity map or just constant values?
    You could probably try upping pixel samples by 1 or 2, to get the DOF somewhat smoother (but it will add some render time, of course).

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