Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Shadow catching appears to be automatic.
Render settings for this image:
Environment mode: Dome and Scene
Dome mode: Finite sphere (just because HDR image was too low resolution for infinite sphere and in finite mode theres an option to adjust sphere radius).
Environment Map: HDR image
Except for reduced sphere radius, rest of the setting ware default.
Thank you! I'll try that out. :)
I've been looking at promo scenes from my products in Iray, and I thought you might be interested in the results.
I'm not keen on the sun-sky environment in Iray. It gives good results, but I prefer a light I can look through to see what's going on. Setting latitude/longtidute, date & time is not my idea of fun, so I'm experimenting with the Photometric light instead.
Render settings
Environment - Scene Only
Tone Mapping
Ev 13.94
shutter speed 1/1000th
f-stop 2.8
ISO 200
Photometric light
Shadow softness - 0%
Lumens - 200,000
Temperature - 5000k
Ceiling light panels - Emissive shader
Temperature - 5500k
Lumens - 20,000
Render 1 - Strong sunlight
Photometric light - Point
Render 2 - Weak sunlight
Photometric light - Disc
All other settings as above
Render 3 - Hazy sunlight
Photometric light - Disc
Height - 3.00
Width - 3.00
All other settings as above
Render 4 - Medium sunlight
Photometric light - Cylinder
Height - 1.00
Width - 1.00
All other settings as above
Render 5 - Default settings
Photometric light - Point
Height - 10.00
Width - 10.00
Ev 13
shutter speed 1/128th
f-stop 8.0
ISO 100
All other settings as above
All render times approx. 10 mins/90% convergence
The last Iray render at default settings is of course, too dark, but I wanted a comparison. To get a better result, I would have increased the PM's Lumens, upped the film ISO or Ev.
Re the Photometric light's dimension. Basically, the trick is, if you want harder shadows, decrease the size. for softer shadows, increase it. In photography, fill panels (large white panels) are used to fill in hard shadows and the larger the fill, the softer the shadows will be. so it's the same principle.
Also, I would have added an emissive shader to the monitor screen, but I can't figure out how to add the texture to it. Can anyone tell me how to do that?
mac
As a comparison, here's the original promo rendered in 3Delight.
I can't remember what the render time was. It has 4 lights - sun, room and 2 fills.
mac
Nice looking Renders.
First things first. LOL.
Lat-Long, Time of year/day is only one way to use the sun. You can also use the sundial or just put an object in the scene (Usually a null) and on the environment section of the render settings you can go to the SS Sun Node dropdown pick your object. Wherever you place your object is the direction that the sun is coming from.
As for adding an image to an emissive shader, set the emission color to white and add your map there, (also put it in the diffuse channel as normal). You may have to adjust the temperature to get a more correct color from the light, though 6500K should give you, about, what you are looking for.
Your observation on Photometric lights is correct. Think it like comparing a bare photo strobe to a Soft box.
Yes, I know about the sundial and null, but I still like to look through a light.
After I posted, I played with the monitor screen and figured out the map had to go in emissive color. I don't have a diffuse channel though, and I had to ramp up emissive to a few billion to get a result.
Still playing with it though.
mac
Welcome to the wonderful world of video cards. Please note, Nvidia wrote iRay, so of course it is going to work with their cards. And before people slam Nvidia for pushing CUDA, AMD tried the exact same thing with proprietary APIs, which not many people ever adopted http://en.wikipedia.org/wiki/Close_to_Metal
So, Nvidia is providing a free software to work with their cards. At least they were nice enough to make it work with just the CPU as well.
Greetings,
That's why I use a Distant Light as the object, instead of a 'null' object. It lets me adjust the sun location, while looking through the sun. My one early discovery in the Iray stuff, and it's stood me in really good stead so far. :)I also do all the lighting in Watts instead of the default units, because my mind doesn't think in those units, but I sure know what a 120W lamp and 45W light are going to look like.
-- Morgan
p.s. Very nice renders! I really love the way interiors get lit with this renderer.
Thanks! I'll give it a try when I get home tonight.
It depends on how the veins and wrinkles are set up. IIRC both of those are HD Morphs. If I am remembering correctly, it is a simple fix. In your parameters pane there is a new setting called Render SubD Level (Minimum) which will need to be adjusted to use HD Morphs. For most HD morphs a level of 3 is sufficient.edited
Window glass should be set to a refraction of about 1.40. A little change to that setting makes a big difference. Yes, crown glass does and should create more distortion, more reflection and it catches more light within the glass, such as crystal. Generally speaking... the higher that number in the real world equals more expensive crystal. :) Also, yes, if the glass is thick, it will cause more distortion of the objects behind. The same thing happens with real world glass, such as looking through the bottom of a coke bottle.... if you can find a coke bottle anymore.
...I actually reduced it to 1.3 (water) and the distortion was still very evident. I'll give the "thin glass" material a try.to see if that helps.
...as to Coke bottles, I have a couple as we have Coca Cola from Mexico in the stores here (real cane sugar instead of that high fructose rubbish), and it still comes in the classic glass bottles.
...couldn't find one, ended up using Titanium for chrome which look pretty good.
...couldn't find one, ended up using Titanium for chrome which look pretty good. I opted for Nickel as Chrome has got some Nickel in it as far as I know.
Yes sir. Setting scale multiplier to 10, and just dialling the dome radius between -30-10 did the trick.
Is there a way to reduce the Z-scale of the dome? when I reduce size to match scale to figure, the fisheyed lense effect is kind of strong.
Cheers Zev0 for that info it helps me too.
..substituted the Thin Glass material and light bending looks more natural as well as the reflectivity works. Look like it is similar to Reality/Lux's "Architectural Glass" setting
OK now I have to figure out how to get a mirror to reflect properly and why I am getting white artefacts in the one girl's hair (the one who is jumping)..
I've tried all of the settings, still can't figure this one out myself.
I think they need to add scale dials for each axis (X,Y,Z) of the dome. This will be extremely useful..Unless they already exist somewhere and I am just blind lol.
I also do all the lighting in Watts instead of the default units, because my mind doesn't think in those units, but I sure know what a 120W lamp and 45W light are going to look like.
-- Morgan
p.s. Very nice renders! I really love the way interiors get lit with this renderer.
Ah ha! Using a distant light instead of a null is a great tip!!! I'll definitely try that.
I'm using watts too, but at high levels. I'm about to post some renders. Check the values to see what I mean.
mac
My experiments on the emissive shader with a texture - in this case a pc monitor with a screensaver.
Render 1
Ceiling panels + Emissive shader
Emission Temperature - 4000k
Luminance - 3000
(I kept the ceiling panels' emissive level low, to make the monitor appear brighter)
Monitor screen - Emissive shader + texture
Base Color = white + texture
Emission color = white + texture
Luminance Units = W (Would it have been too much to use the full word 'Watts' instead of a cryptic W?)
Luminous Efficacy = 5000
Render 2
Luminous Efficacy is set to 20,000. All other settings as above.
I tried a render at 50,000, but not many monitors give out that much light. It would depend on the rest of the scene and how it's lit.
mac
Excellent work--thanks for the tips. I much prefer the first because it looks like the bright part of the screen saver is what is lighting the desk. The second one doesn't look natural--like the 'black pixels' of the monitor are sending out as much blue light as the swirly whirly part.
This is a definite, mac. Something I've learned the hard way with unbiased rendering... IF you want to light an entire scene, your light source is going to have to be physically plausible. A candle in a completely dark room is just not going to light the whole thing. And you need to adjust the tone mapping. Unbiased rendering requires a lot more knowledge of photography than does a biased engine like 3Delight.
I'm betting you did not change any of the tone mapping settings in that render. If you changed just the Film ISO you'd see the difference. For indoors, I'd start with at least an ISO of 400 and tweak the other camera settings from there.
There is going to be a somewhat steep learning curve here; one really needs to learn the renderer from scratch.
REALLY hope Daz considers a good description of things like Film ISO for us folks unused to unbias. ;)
There are quite a few threads and so many great tips and tricks, thanks all and special thanks ...
Thank you DA!
And everyone needs to bookmark these...
Nvidia Iray Documentation
Iray Uber Shader:
Iray Uber Shader Documentation
These documents are fluid and will change over the course of the beta to add/clarify more information. :)
Please note that some pages are still being worked on. If you get "permission denied" that page is not yet live. :) As I said, these are fluid through the beta. The pages with the most pertinent info are Tone Mapping, Environment, and the Iray Uber Surface shader pages, and those are all live and available.
In this render, I set the light sources (walls and ceilings) to emissive.
I changed nothing on the lights but to set them to 6500 Kelvin ('daylight').
However, I changed the tone mapping settings: Flim ISO = 400, F/Stop = 5.6
This was just a quick render, I changed nothing else... no shaders, nothing.
The tone mapping settings are still not quite right... but I stink at those.
ok, still nothing special. I toned down the wall lights (5000 kelvin to make them warmer and 1500 luminance), slapped some metal and plastic shaders on the walls and doors and adjusted the tone mapping (ISO = 300, f/stop = 4).
Even though unbiased rendering is great with light, to think that we can throw away all the tricks we've learned about lighting a scene is a fallacy. You have to think about it differently, but a lot of it still applies.
This scene is in no way ready for a character or big prop. I'd need some more area lights or spots or points to give my subject the light I am really looking for. All I've done to this point is setup the environment to something like what I would want.
I hope this information is of some help to someone.
Thanks for starting this thread Jaki. This should be STICKIED DAZ!
I realized I should have included a render with the default tone mapping settings so one could easily see the difference (these are much darker appearing on the forum than the renders appear on my monitor.. so I'm still not quite right). Anyway, these are default tone mapper settings of ISO 100 f/stop 8 with the lights the same as the image immediately above.