iRay only I'm tired of it.

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  • kyoto kidkyoto kid Posts: 41,925
    MEC4D said:

    search google for modeling programs that can bake displacement maps , or use your modeling program and then bake displacement from it usin X Normal what is free

    the rules are the same for all displacement maps Zbrush or not 

    kyoto kid said:
    RAMWolff said:

    Useful info there Cath.  Thanks so much!  XO

    ...but only if you have Zbrush.  What "less expensive" programme can that be done with?

     

    ...this is why I wish texture resolution could be done from within Daz.  Sounds like I'd be spending a lot more time adjusting and baking maps than actually getting anything else done (especially If I am using a huge set by Stonemason or Ferval).

  • 3Diva3Diva Posts: 11,981
    barbult said:
    MEC4D said:
    start your iray viewport click the +/- button next to iray logo and select the full frame of your scene , iray will calculate and adjust the camera setting based on the light in your scene to the correct values , if your material settings are wrong or you use full color values like white 255 you can get wrong result . I use it sometimes just with exposure to check the camera values on HDRI I don't made and save the scene for later usage .

    Cath, you can't believe how useful this tip was for me!!! I had never tried that +/- button before. I took an HDRI that I got free on the web that had always been dark and muddy looking and made my characters look dark and muddy, too.  I used this tool for exposure only and wow, the image is very pleasing to me now. Thank you!

    Edit: Oh, and by the way, I used one of your Volume 3 PBR shaders on the hair bands.

    The HDRI is from http://www.aversis.be

    I completely agree! This was HUGELY helpful! Instead of fiddling with the Environment Map and Environment Intensity to try and get it to look right, this makes it look great in one easy step! Excellent tip! Thank you!

  • nonesuch00nonesuch00 Posts: 18,762
    MEC4D said:

    Tone mapping is actually what you find under Manual setting on the physical camera , however if you don't know how manually operate camera and set the right values you can't use it correctly , each HDRI is shot with different camera setting for the main base so it is always different .

    1. The best way is to download settings for digital camera and learn the values , I use my physical camera always in manual mode so know the values for years .

    2. For a person that does not know yet how to do it there is an option under iray viewport, that will automatic set up your render with the correct exposure and white balance so not need for anything else as it is easy one button click that will adjust the scene Tone mapping for best lighting based on your scene 

    you can change what the button selector function do under Draw Setting , Exposure, White balance or both, working the same as your real camera set on Auto 

    start your iray viewport click the +/- button next to iray logo and select the full frame of your scene , iray will calculate and adjust the camera setting based on the light in your scene to the correct values , if your material settings are wrong or you use full color values like white 255 you can get wrong result . I use it sometimes just with exposure to check the camera values on HDRI I don't made and save the scene for later usage .

     

    Thanks very much for that.

  • evilded777evilded777 Posts: 2,482
    kyoto kid said:
    Well the HDRI environment I'm using are done reasonably. You've confirmed what I thought though about DAZ and PA and others flooding their renders with excessive light.

    You tips are helpful too though and I will copy them. eg the whites on clothing are excessive and make the surrounding evironment look darker than it really is in contrast.

    You're welcome. Not sure about "excessive light" per se: sometimes it may be excessive, but sometimes too little. But basically, if the tonemapper settings stay the same for an interior render light set and for a daylight outdoor scene light set, then something is definitely wrong.

    Well, that's the problem because the results between a texture set created for iRay versus a texture set created for 3Delight with Ueberbase iRay applied are very inconsistant.

    I never saw different _texture_maps_ prepared for Iray and 3Delight materials of the product. That the presets for Iray and 3Delight _look_ different - now this is a given. I tried matching some stuff myself recently. It gets quite difficult when SSS becomes involved because the algorithms (and hence params) are different.

    People always say that... as if the textures were different. If you are going to complain, at least complain correctly

    I understood what she said. Anyway, DAZ 3D sort of has a problematic thing here as if you're going to use PBR with need to stick with the scientific sort of way of doing PBR but that's creating the too dark renders we see, so something needs adjusting. I think DAZ 3D will get things such that they match reasonably close to the ad copy eventually with iRay presets and HDLI. An HDLI image with a lot of clouds should like like someone in the shade, not like they are using rub-on tanning gel.  Maybe they need more presets - for 'natural' lighting/camera for iRay with HDLI and one for DAZ Store ad copy style artifical lighting at least for iRay shaders. 3DL seems to not be affected so much by those things. 

    I'm far from expert, I am consumer that reads a little bit sometimes of these things. And a consumer that sees ad copy isn't matching too well with my results. The only reason I prefer PBR is because it's scientific and reproducable without 'artistic ability' for people like myself that have like zero interest in learning the render arcana of 5 different engines. Simply create a render UI control that works like a consumer camera and underneath that UI a profession camera UI.  For me I'm using my real consumer 10 year old Panasonic camera settings of Portrait, Portrait (Soft Skin), Sports, Landscape, and all those things consumer camera presets of that camera rather than access the profession photographer camera settings, so color me not even a camera expert or interested in becoming one, but a consumer camera user. And I'd like DAZ Studio Render Engine that had a front end UI like one of those consumer cameras, with a profession camera UI underneath that, and as a back end to those UIs that you changed according the how the texture set was created (3DL, iRay, Cycles) and those did the magic according to the consumer/professional camera setting chosen in the UI in the rendering of the scene. The results then should easily be such that they look like more like ad copy expectations. DAZ 3D can add to that an ability to use the mouse like a camera viewfinder in your vieport scene & give you an UI that is emulating a consumer Point & Shot camera. Now how cool and how easy is that for someone like me that is a 3D novice?

    I'm not doing DAZ for a desire to be technically expert on all this archana but to try and create interesting art work. I'm pleased with the way DAZ Studio is developing but I think it still needs to be much more consumer oriented then it is now.

    You say that you understand, but I don't think you do.

    The problems are not with the HDRI, the problems are with the materials.

    kyoto kid said:

    ..ummm, all this talk of 8 bit, 16 bit, 32 bit maps is beginning to leave me behind just as all the minute settings discussed in the Iray Skin thread did.  Please bring it back down to a level most of us non pros can understand.

    This post has bothered me since I first read it.

    That is all.

     

  • evilded777evilded777 Posts: 2,482
    barbult said:
    MEC4D said:
    start your iray viewport click the +/- button next to iray logo and select the full frame of your scene , iray will calculate and adjust the camera setting based on the light in your scene to the correct values , if your material settings are wrong or you use full color values like white 255 you can get wrong result . I use it sometimes just with exposure to check the camera values on HDRI I don't made and save the scene for later usage .

    Cath, you can't believe how useful this tip was for me!!! I had never tried that +/- button before. I took an HDRI that I got free on the web that had always been dark and muddy looking and made my characters look dark and muddy, too.  I used this tool for exposure only and wow, the image is very pleasing to me now. Thank you!

    Edit: Oh, and by the way, I used one of your Volume 3 PBR shaders on the hair bands.

    The HDRI is from http://www.aversis.be

    NIce. Haven't used the auto exposure tool in a while myself. Should give it a whirl.

  • Oso3DOso3D Posts: 15,088
    Evilded: the skin thread got very esoteric and rarified. I found most of it uselessly inexplicable. Which isn't to say it's bad or that specialists shouldn't discuss stuff they have advanced knowledge of, but the rest of us also want information on given topics not to always get incredibly obtuse.
  • Oso3DOso3D Posts: 15,088
    Like, if people are bringing up walls of equations, it's not a conversation for many of us to be involved in.
  • nonesuch00nonesuch00 Posts: 18,762
    kyoto kid said:
    Well the HDRI environment I'm using are done reasonably. You've confirmed what I thought though about DAZ and PA and others flooding their renders with excessive light.

    You tips are helpful too though and I will copy them. eg the whites on clothing are excessive and make the surrounding evironment look darker than it really is in contrast.

    You're welcome. Not sure about "excessive light" per se: sometimes it may be excessive, but sometimes too little. But basically, if the tonemapper settings stay the same for an interior render light set and for a daylight outdoor scene light set, then something is definitely wrong.

    Well, that's the problem because the results between a texture set created for iRay versus a texture set created for 3Delight with Ueberbase iRay applied are very inconsistant.

    I never saw different _texture_maps_ prepared for Iray and 3Delight materials of the product. That the presets for Iray and 3Delight _look_ different - now this is a given. I tried matching some stuff myself recently. It gets quite difficult when SSS becomes involved because the algorithms (and hence params) are different.

    People always say that... as if the textures were different. If you are going to complain, at least complain correctly

    I understood what she said. Anyway, DAZ 3D sort of has a problematic thing here as if you're going to use PBR with need to stick with the scientific sort of way of doing PBR but that's creating the too dark renders we see, so something needs adjusting. I think DAZ 3D will get things such that they match reasonably close to the ad copy eventually with iRay presets and HDLI. An HDLI image with a lot of clouds should like like someone in the shade, not like they are using rub-on tanning gel.  Maybe they need more presets - for 'natural' lighting/camera for iRay with HDLI and one for DAZ Store ad copy style artifical lighting at least for iRay shaders. 3DL seems to not be affected so much by those things. 

    I'm far from expert, I am consumer that reads a little bit sometimes of these things. And a consumer that sees ad copy isn't matching too well with my results. The only reason I prefer PBR is because it's scientific and reproducable without 'artistic ability' for people like myself that have like zero interest in learning the render arcana of 5 different engines. Simply create a render UI control that works like a consumer camera and underneath that UI a profession camera UI.  For me I'm using my real consumer 10 year old Panasonic camera settings of Portrait, Portrait (Soft Skin), Sports, Landscape, and all those things consumer camera presets of that camera rather than access the profession photographer camera settings, so color me not even a camera expert or interested in becoming one, but a consumer camera user. And I'd like DAZ Studio Render Engine that had a front end UI like one of those consumer cameras, with a profession camera UI underneath that, and as a back end to those UIs that you changed according the how the texture set was created (3DL, iRay, Cycles) and those did the magic according to the consumer/professional camera setting chosen in the UI in the rendering of the scene. The results then should easily be such that they look like more like ad copy expectations. DAZ 3D can add to that an ability to use the mouse like a camera viewfinder in your vieport scene & give you an UI that is emulating a consumer Point & Shot camera. Now how cool and how easy is that for someone like me that is a 3D novice?

    I'm not doing DAZ for a desire to be technically expert on all this archana but to try and create interesting art work. I'm pleased with the way DAZ Studio is developing but I think it still needs to be much more consumer oriented then it is now.

    You say that you understand, but I don't think you do.

    The problems are not with the HDRI, the problems are with the materials.

    kyoto kid said:

    ..ummm, all this talk of 8 bit, 16 bit, 32 bit maps is beginning to leave me behind just as all the minute settings discussed in the Iray Skin thread did.  Please bring it back down to a level most of us non pros can understand.

    This post has bothered me since I first read it.

    That is all.

     

    LOL, I understand it enough to know I won't spend alot more time studying it in depth. Basically HRDI promises more than it can ever deliver. If a camera could ever capture all the light in a scene and you could print that photograph out you'd basically have what HRDI promises and it'd look for all the world like you were looking through a window. Well for any camera made by people that's clearly never going to be the case. It's a physical and technical impossibility.

    So I think DAZ Studio, while continuing to allow us to use HRDI,  should create an artificial HRDI environment in DAZ Studio's renderer(s). They have elements of that already but I mean to make it much more expansive in the environments it can simulate and much more easily configured by people such as myself that really only know how to use a consumer digital camera and know weather reports only by cartoon pictures of sun & clouds & rain & snow.  I posted a request for them to add such features in the DAZ Studio 5 feature thread but I think that's complex enough that it might take til the end of the DAZ 5 product cycle, provided they even have the confidence to try to program such an environment or see a business case for it because then after all that is something a lot of game engines would like to do a good job at as well although DAZ Studio is not as hindered by the lower HW & SW specs many of the game engines must publish to and maintain.

  • wolf359wolf359 Posts: 3,936
    edited July 2016
    Evilded: the skin thread got very esoteric and rarified. I found most of it uselessly inexplicable. Which isn't to say it's bad or that specialists shouldn't discuss stuff they have advanced knowledge of, but the rest of us also want information on given topics not to always get incredibly obtuse.

    +1
    Post edited by wolf359 on
  • evilded777evilded777 Posts: 2,482
    Evilded: the skin thread got very esoteric and rarified. I found most of it uselessly inexplicable. Which isn't to say it's bad or that specialists shouldn't discuss stuff they have advanced knowledge of, but the rest of us also want information on given topics not to always get incredibly obtuse.

    I didn't understand everything in The Elegant Universe, but I read it anyway. And then I read it again.

    And then I read some other things to help me understand the things I didn't understand the first two times I read it.

    And then I read it a third time.

    I expect to read it a fourth time and a fifth time.

    Why? Becuase I'm an armchair theoretical physicist?

    No, because I find it interesting. Which is far below the level of absorption I have with 3D rendering.

    There's a cure for ignorance.

    What I didn't do, after reading The Elegant Universe, is write Dr Greene a letter asking him to lower his level of discourse so that I could keep up.

  • Spit said:
     

    And there's a reason it's "particularly for still images". It's slow. The hybrid renderer took over from pure raytracing because of speed. EVERYONE cares about speed. But not everybody cares about PBR.

    For Daz core audience of hobbyists, its delivers a pleasing result without too much work.  Ray traced renderers also deal better with high poly counts, and displacement than do hybrid/scanline solutions.

     

    Spit said:

    But my complaint was not that we have iRay, it's that there are way too many products with iRay only shaders. (and the DB heavy program Studio has become).

    True, Daz sells more of what sells well. Not really surprising.

     

  • Oso3DOso3D Posts: 15,088
    It's more akin to having a chat about cooking recipes and asking the experimental molecular gastronomers not to take over the thread.
  • evilded777evilded777 Posts: 2,482
    It's more akin to having a chat about cooking recipes and asking the experimental molecular gastronomers not to take over the thread.

    I disagree with your analogy.

  • nonesuch00nonesuch00 Posts: 18,762
    edited July 2016
    It's more akin to having a chat about cooking recipes and asking the experimental molecular gastronomers not to take over the thread.

    LMAO, I am now a vegan for a few years and some of the wierd chemicals you have to learn use to replace those forbidden gelatinous compounds from animals and eggs.

    Post edited by nonesuch00 on
  • MEC4DMEC4D Posts: 5,249

    If you are not into texturing you should not get into it , there are too much stuff beside just displacement to make it work proper , and the subject is too long and will not profit you at all , beside just info about converting some maps if you going to do , Stonemason sets are created the way to take as little as possible space to the minimum as Stefan monitor very well what is going into the sets and I can render most of them using less than 4GB VRAM , the biggest VRAM consumption  is by Genesis figures that really not need that big resolution of textures in most of your renders at all as your eyes will not notice the difference in first place , the focus shouod go on normal, bump and displacement maps and less on diffuse color skin that matter less in iray especially if you render just full figures dressed to the next , of course resolution slider would be the answer and the best solution to avoid manual re-scaling but hey if you take your hobby so serious you should get yourself better card soon with more VRAM and forget about, starting from GTX 1060 LOL  slower but better already than single CPU

    I re-scaled maps for a long time before iray to fit it in  my old gtx but there was nothing better at this time .. now we have more choices for the lower budged 

    kyoto kid said:
    MEC4D said:

    search google for modeling programs that can bake displacement maps , or use your modeling program and then bake displacement from it usin X Normal what is free

    the rules are the same for all displacement maps Zbrush or not 

    kyoto kid said:
    RAMWolff said:

    Useful info there Cath.  Thanks so much!  XO

    ...but only if you have Zbrush.  What "less expensive" programme can that be done with?

     

    ...this is why I wish texture resolution could be done from within Daz.  Sounds like I'd be spending a lot more time adjusting and baking maps than actually getting anything else done (especially If I am using a huge set by Stonemason or Ferval).

     

  • Kendall SearsKendall Sears Posts: 2,995
    edited July 2016
    MEC4D said:

    If you are not into texturing you should not get into it , there are too much stuff beside just displacement to make it work proper , and the subject is too long and will not profit you at all , beside just info about converting some maps if you going to do , Stonemason sets are created the way to take as little as possible space to the minimum as Stefan monitor very well what is going into the sets and I can render most of them using less than 4GB VRAM , the biggest VRAM consumption  is by Genesis figures that really not need that big resolution of textures in most of your renders at all as your eyes will not notice the difference in first place , the focus shouod go on normal, bump and displacement maps and less on diffuse color skin that matter less in iray especially if you render just full figures dressed to the next , of course resolution slider would be the answer and the best solution to avoid manual re-scaling but hey if you take your hobby so serious you should get yourself better card soon with more VRAM and forget about, starting from GTX 1060 LOL  slower but better already than single CPU

    I fully agree with what Mec said, but the above bolded section should be "your eyes can not notice" because the information is simply not there.  Beyond a specific distance from the camera (varies by parameters) the render engine will start scaling down the textures to match the size of the item.  Some engines do this scaling before the texture is applied to the item, and others after the texture is applied.  The net result is the same, much of the information is simply lost; thrown away in effect.  Normal, bump, and displacement maps for skin features being applied to figures beyond this distance are nothing more than wastes of space because they simply cannot be resolved in the number of pixels available to show them.  It's like taking a 16Kx16K image of an oil print and viewing it at 1920x1080 on a monitor.  At 16K one can see the textures, the brush strokes, the slight rises and divots in the paint, and maybe even the grain of the canvas under the paint..  At 1080p, you see a single color pixel that best represents a large square of pixels averaged over several iterations  (in this example ~4x15 pixels squashed into 1).

    Kendall

    Post edited by Kendall Sears on
  • Just FYI for the folks that are complaining because Iray "requires" an nVidia card for "realistic" renders; the latest version of Iray supports three render modes. Two of them are the modes that we see in DAZ Studio now, and the third, called Iray Realtime, seems to be intended for renders similar to what we can do with 3Delight.

  • MEC4DMEC4D Posts: 5,249

    +1 ... exactly , and my point was for people to let go a little bit , stop focusing on things that does not matter  or will not make anything better , it is obsession that will deliver only satisfaction to your own mind and yours only , it is autosuggestion .. so free your mind and allow some emotions instead , to capture the hearts of the viewers .

    and if you are on the edges of cutting your own ear here is something for you

    Iray Prayer : Please grant me the serenity to accept the speed of my cards I cannot change. Courage me to change the rendering settings to improve my renders and the wisdom to know the difference... Amen !

    cheeky

    MEC4D said:

    If you are not into texturing you should not get into it , there are too much stuff beside just displacement to make it work proper , and the subject is too long and will not profit you at all , beside just info about converting some maps if you going to do , Stonemason sets are created the way to take as little as possible space to the minimum as Stefan monitor very well what is going into the sets and I can render most of them using less than 4GB VRAM , the biggest VRAM consumption  is by Genesis figures that really not need that big resolution of textures in most of your renders at all as your eyes will not notice the difference in first place , the focus shouod go on normal, bump and displacement maps and less on diffuse color skin that matter less in iray especially if you render just full figures dressed to the next , of course resolution slider would be the answer and the best solution to avoid manual re-scaling but hey if you take your hobby so serious you should get yourself better card soon with more VRAM and forget about, starting from GTX 1060 LOL  slower but better already than single CPU

    I fully agree with what Mec said, but the above bolded section should be "your eyes can not notice" because the information is simply not there.  Beyond a specific distance from the camera (varies by parameters) the render engine will start scaling down the textures to match the size of the item.  Some engines do this scaling before the texture is applied to the item, and others after the texture is applied.  The net result is the same, much of the information is simply lost; thrown away in effect.  Normal, bump, and displacement maps for skin features being applied to figures beyond this distance are nothing more than wastes of space because they simply cannot be resolved in the number of pixels available to show them.  It's like taking a 16Kx16K image of an oil print and viewing it at 1920x1080 on a monitor.  At 16K one can see the textures, the brush strokes, the slight rises and divots in the paint, and maybe even the grain of the canvas under the paint..  At 1080p, you see a single color pixel that best represents a large square of pixels averaged over several iterations  (in this example ~4x15 pixels squashed into 1).

    Kendall

     

  • MEC4DMEC4D Posts: 5,249
    edited July 2016

    You can't compare standard 3DL to Iray Realtime , maybe Uber Environment to Iray Realtime without Ambient occlusion and 50 times the speed . wink

    plus there is nothing  real time about in 3DL and the OpenGL does not counts .

    Just FYI for the folks that are complaining because Iray "requires" an nVidia card for "realistic" renders; the latest version of Iray supports three render modes. Two of them are the modes that we see in DAZ Studio now, and the third, called Iray Realtime, seems to be intended for renders similar to what we can do with 3Delight.

     

    csm_3_rendermodes_Iray_01_06f32fa58f.jpg
    800 x 537 - 51K
    Post edited by MEC4D on
  • Ghosty12Ghosty12 Posts: 2,080
    It's more akin to having a chat about cooking recipes and asking the experimental molecular gastronomers not to take over the thread.

    This is what I find interesting is that, most of the posts now in this thread are how to do this and that with IRay which to me at least has derailed what this thread was about. In that the amount of products being released are Iray only..

  • kyoto kidkyoto kid Posts: 41,925
    kyoto kid said:
    Well the HDRI environment I'm using are done reasonably. You've confirmed what I thought though about DAZ and PA and others flooding their renders with excessive light.

    You tips are helpful too though and I will copy them. eg the whites on clothing are excessive and make the surrounding evironment look darker than it really is in contrast.

    You're welcome. Not sure about "excessive light" per se: sometimes it may be excessive, but sometimes too little. But basically, if the tonemapper settings stay the same for an interior render light set and for a daylight outdoor scene light set, then something is definitely wrong.

    Well, that's the problem because the results between a texture set created for iRay versus a texture set created for 3Delight with Ueberbase iRay applied are very inconsistant.

    I never saw different _texture_maps_ prepared for Iray and 3Delight materials of the product. That the presets for Iray and 3Delight _look_ different - now this is a given. I tried matching some stuff myself recently. It gets quite difficult when SSS becomes involved because the algorithms (and hence params) are different.

    People always say that... as if the textures were different. If you are going to complain, at least complain correctly

    I understood what she said. Anyway, DAZ 3D sort of has a problematic thing here as if you're going to use PBR with need to stick with the scientific sort of way of doing PBR but that's creating the too dark renders we see, so something needs adjusting. I think DAZ 3D will get things such that they match reasonably close to the ad copy eventually with iRay presets and HDLI. An HDLI image with a lot of clouds should like like someone in the shade, not like they are using rub-on tanning gel.  Maybe they need more presets - for 'natural' lighting/camera for iRay with HDLI and one for DAZ Store ad copy style artifical lighting at least for iRay shaders. 3DL seems to not be affected so much by those things. 

    I'm far from expert, I am consumer that reads a little bit sometimes of these things. And a consumer that sees ad copy isn't matching too well with my results. The only reason I prefer PBR is because it's scientific and reproducable without 'artistic ability' for people like myself that have like zero interest in learning the render arcana of 5 different engines. Simply create a render UI control that works like a consumer camera and underneath that UI a profession camera UI.  For me I'm using my real consumer 10 year old Panasonic camera settings of Portrait, Portrait (Soft Skin), Sports, Landscape, and all those things consumer camera presets of that camera rather than access the profession photographer camera settings, so color me not even a camera expert or interested in becoming one, but a consumer camera user. And I'd like DAZ Studio Render Engine that had a front end UI like one of those consumer cameras, with a profession camera UI underneath that, and as a back end to those UIs that you changed according the how the texture set was created (3DL, iRay, Cycles) and those did the magic according to the consumer/professional camera setting chosen in the UI in the rendering of the scene. The results then should easily be such that they look like more like ad copy expectations. DAZ 3D can add to that an ability to use the mouse like a camera viewfinder in your vieport scene & give you an UI that is emulating a consumer Point & Shot camera. Now how cool and how easy is that for someone like me that is a 3D novice?

    I'm not doing DAZ for a desire to be technically expert on all this archana but to try and create interesting art work. I'm pleased with the way DAZ Studio is developing but I think it still needs to be much more consumer oriented then it is now.

    You say that you understand, but I don't think you do.

    The problems are not with the HDRI, the problems are with the materials.

    kyoto kid said:

    ..ummm, all this talk of 8 bit, 16 bit, 32 bit maps is beginning to leave me behind just as all the minute settings discussed in the Iray Skin thread did.  Please bring it back down to a level most of us non pros can understand.

    This post has bothered me since I first read it.

    That is all.

     

    ...the first quote is not mine. I rarely if ever use HDRIs as Iray view mode runs like molasses on my system and eventually crashes the programme.  Somehow my name got appended to it by a cut & paste error.

    As to the second (which is mine) why is it so bothersome?  I felt that suddenly things became a bit too technical. I never dealt with adjusting bit map resolution since I started in this.

    All I wanted was an easier to understand explanation of what was being discussed. Mec4D provided that with good illustrations. 

    Unfortunately I don't have a modelling programme with the capability to handle the adjustment as it doesn't do surfacing, just basic UV mapping.

    I come from a traditional art background that dealt with paints, brushes, graphite weights, and inks. Where you create surfaces by hand as you draw or paint the picture and don't have to worry about the impact on CPU, Memory, VRAM, and render time.

  • kyoto kidkyoto kid Posts: 41,925
    Evilded: the skin thread got very esoteric and rarified. I found most of it uselessly inexplicable. Which isn't to say it's bad or that specialists shouldn't discuss stuff they have advanced knowledge of, but the rest of us also want information on given topics not to always get incredibly obtuse.

    ...thank you.  The other part that discouraged me was when I did post pics of experiments, I received no feedback.

  • kyoto kidkyoto kid Posts: 41,925
    edited July 2016
    MEC4D said:

    If you are not into texturing you should not get into it , there are too much stuff beside just displacement to make it work proper , and the subject is too long and will not profit you at all , beside just info about converting some maps if you going to do , Stonemason sets are created the way to take as little as possible space to the minimum as Stefan monitor very well what is going into the sets and I can render most of them using less than 4GB VRAM , the biggest VRAM consumption  is by Genesis figures that really not need that big resolution of textures in most of your renders at all as your eyes will not notice the difference in first place , the focus shouod go on normal, bump and displacement maps and less on diffuse color skin that matter less in iray especially if you render just full figures dressed to the next , of course resolution slider would be the answer and the best solution to avoid manual re-scaling but hey if you take your hobby so serious you should get yourself better card soon with more VRAM and forget about, starting from GTX 1060 LOL  slower but better already than single CPU

    I re-scaled maps for a long time before iray to fit it in  my old gtx but there was nothing better at this time .. now we have more choices for the lower budged 

    kyoto kid said:
    MEC4D said:

    search google for modeling programs that can bake displacement maps , or use your modeling program and then bake displacement from it usin X Normal what is free

    the rules are the same for all displacement maps Zbrush or not 

    kyoto kid said:
    RAMWolff said:

    Useful info there Cath.  Thanks so much!  XO

    ...but only if you have Zbrush.  What "less expensive" programme can that be done with?

     

    ...this is why I wish texture resolution could be done from within Daz.  Sounds like I'd be spending a lot more time adjusting and baking maps than actually getting anything else done (especially If I am using a huge set by Stonemason or Ferval).

     

    ...the Pascal Titian X was just released with a 1,200$ price tag for an air cooled 12 GB card with an extra 500 CUDA cores than the Maxwell version.

    However it is not just getting the card and plopping it on the MB, it is also having the system to support it.  The best my current system will support is a Kepler 780 TI with 6 GB.  To move to Maxwell or beyond would require a whole new build from the ground up to get the optimum performance.  Not in the position for that right now unless I hit tomorrow night's Lotto..

    My current card is useful only for running the displays and little more.   At least with 3DL I don't have to worry about GPU performance, just playing hit and miss trying to make content with "Iray only" materials look right.

    Post edited by kyoto kid on
  • Herald of FireHerald of Fire Posts: 3,504

    Iray isn't going to be for everyone, and I don't think it should be either. There are things 3DL can do which Iray can't and vice versa, so it's just another tool in the toolbox for me. I do understand why it's gained so much traction though, and why Iray materials have eclipsed 3DL materials in the store. What the market demands, the market gets. We often forget that while we may argue over the merits or otherwise of a product, it's the sales which paint the big picture, not words. Right now the safe money seems to be in Iray.

    If I'm honest, I've used Iray pretty much exclusively since it was introduced in the 4.8 beta, even upgrading my graphics card to meet the demand. People mention how slow Iray is, but the truth is that if I wanted that same level of realism in 3Delight, I could expect similar rendering times (try using GI Bounce on UberEnvironment). Ultra-realism isn't always necessary though, and art takes many forms, so really you should just use the one you're most comfortable with.

  • FlipmodeFlipmode Posts: 933

     What the market demands, the market gets.

     

    I am not so sure about that. Recently, with most tech related markets, I feel they rather dictate their own rules and pace, and everyone has to tag along if they don`t want to be left behind.

    As for Iray, personally I think it`s a fine addition to sit next to 3Delight but tbh. it`s pretty much the opposite direction of where I`d like to see Daz Studio go.

  • evilded777evilded777 Posts: 2,482
    kyoto kid said:
    kyoto kid said:
    Well the HDRI environment I'm using are done reasonably. You've confirmed what I thought though about DAZ and PA and others flooding their renders with excessive light.

    You tips are helpful too though and I will copy them. eg the whites on clothing are excessive and make the surrounding evironment look darker than it really is in contrast.

    You're welcome. Not sure about "excessive light" per se: sometimes it may be excessive, but sometimes too little. But basically, if the tonemapper settings stay the same for an interior render light set and for a daylight outdoor scene light set, then something is definitely wrong.

    Well, that's the problem because the results between a texture set created for iRay versus a texture set created for 3Delight with Ueberbase iRay applied are very inconsistant.

    I never saw different _texture_maps_ prepared for Iray and 3Delight materials of the product. That the presets for Iray and 3Delight _look_ different - now this is a given. I tried matching some stuff myself recently. It gets quite difficult when SSS becomes involved because the algorithms (and hence params) are different.

    People always say that... as if the textures were different. If you are going to complain, at least complain correctly

    I understood what she said. Anyway, DAZ 3D sort of has a problematic thing here as if you're going to use PBR with need to stick with the scientific sort of way of doing PBR but that's creating the too dark renders we see, so something needs adjusting. I think DAZ 3D will get things such that they match reasonably close to the ad copy eventually with iRay presets and HDLI. An HDLI image with a lot of clouds should like like someone in the shade, not like they are using rub-on tanning gel.  Maybe they need more presets - for 'natural' lighting/camera for iRay with HDLI and one for DAZ Store ad copy style artifical lighting at least for iRay shaders. 3DL seems to not be affected so much by those things. 

    I'm far from expert, I am consumer that reads a little bit sometimes of these things. And a consumer that sees ad copy isn't matching too well with my results. The only reason I prefer PBR is because it's scientific and reproducable without 'artistic ability' for people like myself that have like zero interest in learning the render arcana of 5 different engines. Simply create a render UI control that works like a consumer camera and underneath that UI a profession camera UI.  For me I'm using my real consumer 10 year old Panasonic camera settings of Portrait, Portrait (Soft Skin), Sports, Landscape, and all those things consumer camera presets of that camera rather than access the profession photographer camera settings, so color me not even a camera expert or interested in becoming one, but a consumer camera user. And I'd like DAZ Studio Render Engine that had a front end UI like one of those consumer cameras, with a profession camera UI underneath that, and as a back end to those UIs that you changed according the how the texture set was created (3DL, iRay, Cycles) and those did the magic according to the consumer/professional camera setting chosen in the UI in the rendering of the scene. The results then should easily be such that they look like more like ad copy expectations. DAZ 3D can add to that an ability to use the mouse like a camera viewfinder in your vieport scene & give you an UI that is emulating a consumer Point & Shot camera. Now how cool and how easy is that for someone like me that is a 3D novice?

    I'm not doing DAZ for a desire to be technically expert on all this archana but to try and create interesting art work. I'm pleased with the way DAZ Studio is developing but I think it still needs to be much more consumer oriented then it is now.

    You say that you understand, but I don't think you do.

    The problems are not with the HDRI, the problems are with the materials.

    kyoto kid said:

    ..ummm, all this talk of 8 bit, 16 bit, 32 bit maps is beginning to leave me behind just as all the minute settings discussed in the Iray Skin thread did.  Please bring it back down to a level most of us non pros can understand.

    This post has bothered me since I first read it.

    That is all.

     

    ...the first quote is not mine. I rarely if ever use HDRIs as Iray view mode runs like molasses on my system and eventually crashes the programme.  Somehow my name got appended to it by a cut & paste error.

    As to the second (which is mine) why is it so bothersome?  I felt that suddenly things became a bit too technical. I never dealt with adjusting bit map resolution since I started in this.

    All I wanted was an easier to understand explanation of what was being discussed. Mec4D provided that with good illustrations. 

    Unfortunately I don't have a modelling programme with the capability to handle the adjustment as it doesn't do surfacing, just basic UV mapping.

    I come from a traditional art background that dealt with paints, brushes, graphite weights, and inks. Where you create surfaces by hand as you draw or paint the picture and don't have to worry about the impact on CPU, Memory, VRAM, and render time.

    I attempted to comment on the content, without singling you out because that was not my intent, but rather the concept I felt your statement implied: "don't bother me with technical jargon tell me how to do it".

    My apologies if you felt I was singling you out in some way for derision. I was not. 

  • Mustakettu85Mustakettu85 Posts: 2,933

    eople mention how slow Iray is, but the truth is that if I wanted that same level of realism in 3Delight, I could expect similar rendering times (try using GI Bounce on UberEnvironment). 

    It's the problem with UberEnvironment, however. It was written too long ago, and likely using PRMan (original Pixar Renderman) tricks of that time, and its code has become obsolete. If you write a very simple new 3Delight shader for GI which uses modern 3Delight internal functions and use "scripted rendering" to issue a diffuse ray caching command, then a 3Delight render (CPU only) takes about 1/3 of the Iray time (CPU + a laptop GPU).

    But of course, it's "not for everyone" either because hey, many people would gasp "OMG! Coding! So difficult!" and run away =)

    Basically, from what I have seen on my laptop, LuxRender isn't much slower than Iray (if at all!), and there are _two_ plugins for DS, one of them is even quite affordable when on sale (Luxus), so there are even more choices.

    And then there is Octane for those with extra income.

    And for those who like to tinker and aren't ready to spend a lot of money, there are Blender Cycles and mCasual's helper export scripts, all free.

    And when exporting to other software, a whole universe of other rendering solutions, both production renderers and archviz tools and anything in between.


    But.

    My belief is: whatever your renderer of choice is, if you want to think of yourself as a "serious artist" - even if it's just a hobby - you _must_ know how to create good-looking materials from existing textures, all by yourself. It's not like it's 100% impossible with what DS has right now: just look at Wowie's work, using the UberSurface2 shader from the store.

    The skills that this creative freedom requires, now they may well take time to develop.

    Like any other skills.

    See, I may have a certain advantage over a lot of people here because I have a degree in physics. But there are people here who have a degree in arts, and this way, they have a great advantage over me. What do I do? Well, I go online and study examples of classical painting; I buy books and try learning the basics of watercolours; in short, I try to bridge the gap between me and a real artist.

    It's not really easy, y'know.

    So artists may want to bridge the gap between themselves and a physicist. Because a little physics takes you a long way setting up good materials.

    And a little coding helps everyone who ever used a computer.

    I'm not going to argue over any of this because I know for a fact you cannot persuade an adult unless they want to be persuaded - but this is simply what I believe in. 

  • kyoto kidkyoto kid Posts: 41,925
    kyoto kid said:
    kyoto kid said:
    Well the HDRI environment I'm using are done reasonably. You've confirmed what I thought though about DAZ and PA and others flooding their renders with excessive light.

    You tips are helpful too though and I will copy them. eg the whites on clothing are excessive and make the surrounding evironment look darker than it really is in contrast.

    You're welcome. Not sure about "excessive light" per se: sometimes it may be excessive, but sometimes too little. But basically, if the tonemapper settings stay the same for an interior render light set and for a daylight outdoor scene light set, then something is definitely wrong.

    Well, that's the problem because the results between a texture set created for iRay versus a texture set created for 3Delight with Ueberbase iRay applied are very inconsistant.

    I never saw different _texture_maps_ prepared for Iray and 3Delight materials of the product. That the presets for Iray and 3Delight _look_ different - now this is a given. I tried matching some stuff myself recently. It gets quite difficult when SSS becomes involved because the algorithms (and hence params) are different.

    People always say that... as if the textures were different. If you are going to complain, at least complain correctly

    I understood what she said. Anyway, DAZ 3D sort of has a problematic thing here as if you're going to use PBR with need to stick with the scientific sort of way of doing PBR but that's creating the too dark renders we see, so something needs adjusting. I think DAZ 3D will get things such that they match reasonably close to the ad copy eventually with iRay presets and HDLI. An HDLI image with a lot of clouds should like like someone in the shade, not like they are using rub-on tanning gel.  Maybe they need more presets - for 'natural' lighting/camera for iRay with HDLI and one for DAZ Store ad copy style artifical lighting at least for iRay shaders. 3DL seems to not be affected so much by those things. 

    I'm far from expert, I am consumer that reads a little bit sometimes of these things. And a consumer that sees ad copy isn't matching too well with my results. The only reason I prefer PBR is because it's scientific and reproducable without 'artistic ability' for people like myself that have like zero interest in learning the render arcana of 5 different engines. Simply create a render UI control that works like a consumer camera and underneath that UI a profession camera UI.  For me I'm using my real consumer 10 year old Panasonic camera settings of Portrait, Portrait (Soft Skin), Sports, Landscape, and all those things consumer camera presets of that camera rather than access the profession photographer camera settings, so color me not even a camera expert or interested in becoming one, but a consumer camera user. And I'd like DAZ Studio Render Engine that had a front end UI like one of those consumer cameras, with a profession camera UI underneath that, and as a back end to those UIs that you changed according the how the texture set was created (3DL, iRay, Cycles) and those did the magic according to the consumer/professional camera setting chosen in the UI in the rendering of the scene. The results then should easily be such that they look like more like ad copy expectations. DAZ 3D can add to that an ability to use the mouse like a camera viewfinder in your vieport scene & give you an UI that is emulating a consumer Point & Shot camera. Now how cool and how easy is that for someone like me that is a 3D novice?

    I'm not doing DAZ for a desire to be technically expert on all this archana but to try and create interesting art work. I'm pleased with the way DAZ Studio is developing but I think it still needs to be much more consumer oriented then it is now.

    You say that you understand, but I don't think you do.

    The problems are not with the HDRI, the problems are with the materials.

    kyoto kid said:

    ..ummm, all this talk of 8 bit, 16 bit, 32 bit maps is beginning to leave me behind just as all the minute settings discussed in the Iray Skin thread did.  Please bring it back down to a level most of us non pros can understand.

    This post has bothered me since I first read it.

    That is all.

     

    ...the first quote is not mine. I rarely if ever use HDRIs as Iray view mode runs like molasses on my system and eventually crashes the programme.  Somehow my name got appended to it by a cut & paste error.

    As to the second (which is mine) why is it so bothersome?  I felt that suddenly things became a bit too technical. I never dealt with adjusting bit map resolution since I started in this.

    All I wanted was an easier to understand explanation of what was being discussed. Mec4D provided that with good illustrations. 

    Unfortunately I don't have a modelling programme with the capability to handle the adjustment as it doesn't do surfacing, just basic UV mapping.

    I come from a traditional art background that dealt with paints, brushes, graphite weights, and inks. Where you create surfaces by hand as you draw or paint the picture and don't have to worry about the impact on CPU, Memory, VRAM, and render time.

    I attempted to comment on the content, without singling you out because that was not my intent, but rather the concept I felt your statement implied: "don't bother me with technical jargon tell me how to do it".

    My apologies if you felt I was singling you out in some way for derision. I was not. 

    ...not so much tell me exactly how to do it, just explain it in a way that is a bit more understandable. 

    I can see not bothering an author of a book to simplify what he wrote, but this is a community of 3D artists.  Most of us don't make a living at this like an author does.

    When I look to explain a technical process, I try my best to write it in a way (often presenting examples, using more common terms and analogy) that is more "accessible" to someone with little technical background.  In my job I had to do this a lot as I was one of the few in the plant who actually understood computers (even my co manager and the CEO were baffled especially when one of the IT people tried to explain a process to them). I was often praised for my ability to write up processes that were easy ti understand.  Yes it is hard work, but if I am here to share my knowledge, I feel it is only right to not talk in jargon, over one's head, or down to them but instead, explain it on a level they can comprehend.

  • kyoto kidkyoto kid Posts: 41,925

    ...@ Mustakettu85.  I burned out on coding almost two decades ago (did it for a living). Most of these new scripting languages I've seen do not teach or demand good programming style. If I wanted to code graphics, I would have done it from the beginning over thirty years ago. However I was one of those traditional media artists who saw the process of writing reams of code as anything but "creative". At the time I dreamed of programmes like Daz and Carrara that would let the artist grab hold of this new media and take it to another level.  Eight years ago I discovered it actually existed.

    I don't have the tools to create my own materials nor can afford them. I am working with Hexagon as a modeller as at least it lets me learn polygon and vertex modelling without a lot of other things getting in the way. All it includes is a UV mapping tool.

    Iray at first was a "nice shiny", offering more realistic looking results that came close to the big ticket pro software without the big ticket price.  However as I began to work more with it I was seeing render times (CPU only) that not only bordered on but exceeded 3DL with GI (particularly interior scenes). Along with that came the fact that some of the older shaders didn't translate well even using Iray Uber.  IT came down to a lot of trial and error as well as countless test renders that made me feel more like I was spinning my wheels instead of creating an image.

    I have an old system, the best I can upgrade my GPU to is a GTX 780 TI (no longer produced). To get better, as I mentioned, I need to build an entirely new system. Unless I get some kind of small windfall that won't happen anytime soon. While I like Octane's concept (I can get away with a less beefier = less expensive GPU), its price tag pretty much puts an end to that as well.

    So now in order to go back to 3DL and use new content that has IRay only shaders, I have I effectively have to become a PA who designs shaders. That is not what I got into this for.

  • ZioVisualZioVisual Posts: 1

    iRay is very good, but Reality with Luxrender is much better in almost every aspect. Luxrender has made great improvements on speed. It's not expensive. 

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