Any way to make 3Delight RSL match the viewport when rendering?

The scene I want to render is too large to use the open gl render setting (Takes way to long) 

But I'm not liking that the 3D Delight option makes the scene slightly darker than what I want it to look like. And I've messed around with the lights I'm using and it's not changing at all.

Is there something I'm missing or will the 3D Delight option always look different than how it would look in viewport.

 

And on a similiar note. Is there a light configuration that when used lights up the whole scene when viewed from any angle? So it looks the same when viewed in any camera?

Comments

  • takanuinuva_40f6ab6ae5 said:

    The scene I want to render is too large to use the open gl render setting (Takes way to long) 

    But I'm not liking that the 3D Delight option makes the scene slightly darker than what I want it to look like. And I've messed around with the lights I'm using and it's not changing at all.

    Is there something I'm missing or will the 3D Delight option always look different than how it would look in viewport.

    Hard to say without knowing anything about the lights you're using or the "messing around" that you've tried.

     

    takanuinuva_40f6ab6ae5 continued:

    And on a similiar note. Is there a light configuration that when used lights up the whole scene when viewed from any angle? So it looks the same when viewed in any camera?

    In the Window menu, make sure "preview lights" is switched off (or press Ctrl-L).

  • Using the Headlamp (should be on When No Scene Lights in the General group of Render Settings>Editor tab by default) and no other lights will always look the same, but not ncessarily good. You could also parent lights to a camera that you use for rendering, and then have other cameras set up for each view you want and copy/paste from one of those to the render camera for each switch.

    The OpenGL preview is very basic, there are a lot of features (most notable shadows and fall off) that it does not implement so it is very limitied. 

    If you are on Windows and a recent version of DS you could try Filament, For mac you would need to use the DS 2025 Alpha to get that - it has limits but it is faster (and can use the GPU).

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