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Thank you Zarcon and Gedd for that information. The more I experiment though, the more I find I can get away with all of the same fakery and eyeballing of lighting that I can with 3Delight, as I'm not trying to make photorealistic renders or fool anyone. Drop in an HDR, maybe a off-screen panel for a key light effect and get the thing to Photoshop for the serious work. :) Whether I can postwork it well enough to my liking is something I don't know quite yet, but it's fun.
This is a wonderful thread. It has answered so many questions. Also, SickleYield's demonstration video should be required viewing in all public schools. (I'm exaggerating, but not by much...)
I'm stumped on hair. Specifically, the scalp. No matter what I try fiddling with, such as the cutout opacity, etc. I seem to get a solid blob of color instead of an actual transparency value. If anyone has a quick pointer, I'd be grateful.
Wow. I just realized I'm being outsmarted by some blond hair...'
Edit: D'oh! I finally found the "Iray and Hair" thread. I'll try some of those ideas out.
Tip about skin, after some experimenting:
I had really nice results if I make a G2 figure with optimized skin applied, and jotted down values.
Then with my 'real' figure, I convert the surfaces to Iray Base, and tweak.
Among other things, a lot of surfaces got turned to 'thin walled' when that needs to be off to get SSS effects.
I find this is a lot more useful than just using the one optimized thing, because you can keep a lot of the varied maps. You don't get translucent maps, but eh
shame the HDRI backgrounds don't react to DOF as it should, notice the ground under the bike and in front.
Well if the HDRI background is all sharp and a blur was put on for background elements in a photo editor...
Do you have to wait till the render is completely finished? Even tho after a certain stage it doesn't get any better?
I was sure there was a way - like in Reality, I think - where you can save the image without it actually completing.
well, if it is in that preview-window thing, instead of straight to file.
straight to file, I don't know.
Render in window thing. you can just hit cancel on the progress window (Not the preview window). then it should stop, and let you do as you wish with the preview window. Just like progressive render with 3delight.
Big window with pic on left (Preview window), Small window with progress bar on the right, hit cancel there.
What is a good base/starting intensity for using an outdoor HDR in the environment mat on an outdoor scene?
The default setting of 1.00 seems way too bright. :/
If you want to know more about Iray lighting, please consult this great introduction by Sickyield : http://sickleyield.deviantart.com/journal/Tutorial-Getting-Started-With-Iray-519725115
She proposes 0.005 for intensity.
I think you'll have to experiment a bit, it will also depend on the HDRI you're using. I tried some of mine, but never had to lower the intensity.
Peter.
And more than one is even better than one. https://www.youtube.com/watch?v=omNnWkZxxuY and https://youtu.be/dCwywaGoUU4
-- Morgan
The viewport you currently have active should be highlighted around the edge. (New in DAZ Studio Iradium.)
More lights, seriously, in general adding more lights does not increase render time.
Increasing the render quality setting, may help, but will increase render time.
There is also a firefly filter, which significantly increases render times.
You can also render at twice size, and reducing it using resampling, like in Photoshop, IRFanview, etc. can also reduce or remove them, some increase in render time but not much.
Tip: don't get too nutso using SubD.
I upgraded my hardware, worked on a render with two figures, set a lot of stuff to SubD 3... yeeeeah. Machine choked.
Asked in another thread but will ask here as well
Question on environment maps
Is there a specific or best size ?
Is there a way to scale them , in Poser I can do this in the materials room
I ask because some that I have loaded are great for Land of the Giants type pics where others I get great big square and or rectangular blotches
Turn on Finite Sphere W/Ground and you will get scaling controls for the dome.
And more than one is even better than one. https://www.youtube.com/watch?v=omNnWkZxxuY and https://youtu.be/dCwywaGoUU4
...so if you just won the big Powerball or MegaMillions and happen to have 800,000$ (the price for 16 VCAs) burning a hole in your pocket, you too can get almost instantaneous realtime rendering.
...yeah,the default layout was kind of strange at first but as I got used to it I've come to like it a lot. Especially nice when having to switch a lot between Camera, Materials, and Preferences tabs.
Greetings,
Wait, so if I turn off the firefly filter, it'll go significantly FASTER?Hmmm... I'll have to try this.
By the way, I'm rendering a random old PT Cruiser model in a garage for my wife, and it's frickin' fantastic. This renderer must be absolutely DESIGNED for cars, it loves rendering them SO much.
On that note, the starting presets are amazing for hard and metal things, but it doesn't quite seem as clean for wood, grass, cotton, etc... Organics, in general, don't seem to render as nicely, even the included leather shader. I'm still working on it, but a few shader presets for organics would be a big win at launch...
-- Morgan
I'm finding it very easy to end up way overexposed if you aren't careful.
Also I really hope I finish this one pic soon -- it's been four days of tweaks, discovering stuff clipping, etc. ugh.
I strongly suspect you are better off shutting off the firefly filter, staying at render quality 1, and rendering at 2 or 4x normal size, then reducing it in post.
Testing that theory now.
Edit: Preliminary, going from Render quality 3/Firefly on to Render quality 1/Firefly off, 10x as fast. Sooo... yeah. Fingers crossed.
Hmmm... I'll have to try this. (SNIP)
-- Morgan
For doing small test renders say 400 x 520 pixels, in CPU only mode.
it just dose not make much of a measurable impact.
http://www.daz3d.com/forums/discussion/53771/
OptiX Accel (Off) instance Optimization (Speed), Max Samples 1000. Nothing else touched except the Firefly filter.
FireFlyFilter (ON)
Total Rendering Time: 9 minutes 16.50 seconds
FireFlyFilter (OFF)
Total Rendering Time: 9 minutes 15.76 seconds
FireFlyFilter (ON)
Total Rendering Time: 9 minutes 16.44 seconds
FireFlyFilter (OFF)
Total Rendering Time: 9 minutes 15.80 seconds
Total Rendering Time: 9 minutes 16.0 seconds
Also, with the filter off, it looks like some surfaces are altered in appearance. The SSS shaders are brighter.
Yeah, I checked... firefly doesn't seem to matter, and it looks worse without the filter. Nm! :)
Greetings,
I want to figure out how to do this cool random-ish maze texture in DAZ Studio. ;)
That's a really fun link, at least for folks comfortable with coding, with a cool MDL material developed bit by bit.
-- Morgan
Our eyes adjust to dimmer light. To get the render engine to do that, kick up the ISO to a much higher degree. It will simulate what our eyes would do in low light situations.
Btw, just noticed Spit had mentioned the iris part earlier. The trick is to up the ISO setting to simulate the effect of the iris. ;)
The comparison of the aperture to pupil of the eye is common but misleading in my opinion. In actual use, Aperture is used specifically to control depth of field. Adjusting ISO is actually used to mimic eyes adjusting to various light levels.
That is what IES is attempting to address.
This is EArkham's Zworld basement demo scene. Lit by 5 prop fluorescent lights set to emitter @ 100000 lm temp 5813.15 (I just fudged that)
ISO 400, f/stop 4, shutter speed 60 (I fudged all that too) Architectural sampler on.
No I don't know what I'm doing. :red:
Edit: I had a look at the full scene and it doesn't load with the walls behind camera. Since this is an interior scene with no other lights, how does that effect render time (if at all). I'm just wondering how all those bounces going off into space effects things (other than wasted light and likely a darker scene)
No I don't know what I'm doing. :red:
Edit: I had a look at the full scene and it doesn't load with the walls behind camera. Since this is an interior scene with no other lights, how does that effect render time (if at all). I'm just wondering how all those bounces going off into space effects things (other than wasted light and likely a darker scene)
For someone "fudging" things you did a fantastic job! This is looking really nice so far. :)
Kat