iRay only I'm tired of it.

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  • nonesuch00nonesuch00 Posts: 18,762
    edited July 2016
    My advice is to tweak translucency color. I've found that can radically change the tone of Iray Skin. If the result is tan, try shifting translucency color to a light pink. Also be sure the base color is pure white, because chances are good the base texture is a bit over saturated and dark.

    Thanks I did and it had no easily disernable effect. If I'm going to jump through two days of hoops before I come up with the with combination of iRay PBR settings to make the renders I have done reasonable fascimiles of what the DAZ Store ad copy promises then DAZ 3D has problems that need addressed with their production methods. If they are routinely creating textures in an computer 3D environment that is flooded with excessive light then what we get when we try to use those textures in a situation with natural light from an HDRI is an excessive dark character.

    I don't know how DAZ Studio and these other folks are getting the paler renders they are using in their ad copy but they must be massively flooding their scenes with too much light. In fact I am rendering the Snow Flake texture now and that has only make me realize more how extremely dark this Killian iRay texture is rendering and if you look at the ad copy in the DAZ Store Killian is not near that so dark. If fact you'd call him average cafe au lait with extra au lait pale. My renders of Killian look like a person evolved to live in the tropics. Fine if that's what DAZ's ad copy was portray but it was not.

    So then I try the Eddie texture set...it is not iRay but I apply the DAZ iRay Uberbase and it's much more reasonable. It has olive / orange undertones but much closer to how Killian is rendered in the DAZ Store ad copy. The nice iRay reaction of the skin to the light source is mostly missing though (or maybe I need to adjust the camera as they seem somewhat blurred). Still, I suppose beggars can't be choosers.

    http://www.daz3d.com/killian-for-the-guy-7

    LOL, that's not how my renders are turning out but I'm really liking the iRay skin properties are showing up in the reflectivity and glossiness and such. Compare to my Girl 7 rendered using Brooklyn HD texture and morphed Genesis 3 using Killian texture and then the Eddie Guy 7 HD texture. All DAZ Store / DAZ Studio presets with icon images that approximate what we should expect from the preset.

    Anyway, I was prepared to go with a pale Eddie (Guy 7 HD) texture even if it had olive and orange base tones as I only mess with DAZ occasionally but the release of Snow Flake has made me happy and make that unneeded at the same time. Now I have a iRay texture set for Genesis 3 that has a pink tonal basis and actually looks like the ad copy in the DAZ Store. I need to ask the Snow Flake author if they will make a Genesis 3 male texture set based on the Snow Flake texture set and based on a female too even if male since I prefer to use fibre mesh eyebrows and LAMH. Oh, and if they might consider adding a face option for Snow Flake female with no make-up at all. Then I will have no worries about different men's hair growth patterns being permanently embedded in a base texture set and I can add 'musculenizing male scars and wrinkles and such' as makes sense for the character's work background and age. LOL, we talentless people demand a broader range of products.

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    Post edited by nonesuch00 on
  • Mustakettu85Mustakettu85 Posts: 2,933
    MEC4D said:

    and never saw any info about iray doing it other than per pixel but not converting float maps into color as it would make no sense as the MDL use float maps and color maps for processing 

    Hi Cath... I believe they meant not colour - still greyscale, but higher precision. 16/32 bit float.

    http://what-when-how.com/zbrush-character-creation-advanced-digital-sculpting/generating-displacement-maps-normal-maps-displacement-maps-maya-and-decimation-master-zbrush-character-creation/

    MCasual had an old thread with a demonstration of the 256-level-grayscale vs a proper 16bit displacement:

    http://www.daz3d.com/forums/discussion/29672/tip-improve-bump-and-displacement-renders-by-using-16-bit-versions-of-your-maps

  • Mustakettu85Mustakettu85 Posts: 2,933
    If they are routinely creating textures in an computer 3D environment that is flooded with excessive light then what we get when we try to use those textures in a situation with natural light from an HDRI is an excessive dark character.

    There are HDRIs and HDRIs. Many HDRIs _are_ shot too dark in and out of themselves.

    It's also important to be using proper tonemapper camera settings. Iray does well to emulate the physical camera, so just set it up the way you'd shoot your scene, and use a "white" sphere to see if the HDRI is okay or under-ranged - the "white" shouldn't be full-on (1,1,1) white, though, that would be very unrealistic.

    Straight from the Iray dev blog:

    Reasonable material settings are a must: Nature only features very few materials that actually “fully” reflect or refract light, especially most common diffuse or glossy materials won’t reflect all incoming light, which means for your material settings: Avoid using perfect RGB values like (1,1,1) for a white material. Even mirrors are not perfect in real life, so you should always be careful with settings that result in too high reflectivity. Some rules of thumb to get a feeling for the settings: 95% reflectivity on a “perfect” mirror, 70% for a standard white paint.

    Source: http://blog.irayrender.com/post/14310848190/physically-plausible-scene-setup

    When you find the "right" HDRI, use it as your environment to fix character mats in.

    Or - my trick - use the Sunny 16 rule, use Iray built-in Sun-Sky, but remove the DAZ default "SS Multiplier": set it to 1 instead of 0.1. This creates a physically plausible environment. I don't have many Iray skin presets, but the ones that come with DS fall apart on this "perfect sunny day" stage. They don't follow the rules above.

  • hphoenixhphoenix Posts: 1,335
    edited July 2016
    hphoenix said:
    MEC4D said:

    All I said was about is REDUCE the resolution of all maps beside Normal, Bump , Displacement and Opacity as they need to be in higher resolution , also Bump, Specular and Opacity maps saved as grayscale will reduce the size as they are float maps and not color . If you render full figures in HD format images you not need more than 2000x2000 for color maps and that will cut the vram usage in half already , load faster in general , I wish we have an option for texture resolution the way HD environment have under Interactive mode in iray in place of the compression 

     

    Just as a note....ALL images internally in Iray are stored (and compressed, if applicable) as 32-bit RGBA raw images.  This means there isn't any savings for float maps, as they will be converted to full RGBA at load.

    They are faster to index and process and compress/decompress that way, but do consume more memory.

    So ALWAYS resize the images if you do NOT require that high of a resolution.

     

    Are you sure about this?  I seem to remember contrary info from the nVidia Beta/Developer forums.

    Kendall

    Well, I haven't read EVERY single post on the dev forums, but it is my recollection.

     

     

    MEC4D said:

    I just checked , GPU vram jump on when using different images at the same resolution , I set compression off under render setting , and it does exactly as I though .  I am also member of the Nvidia Developer program 

    and never saw any info about iray doing it other than per pixel but not converting float maps into color as it would make no sense as the MDL use float maps and color maps for processing 

    anyway here my test I just did of the vram usage with different maps

     

     

    Are you listing the whole memory usage in Iray, so you see a 48MB difference, but no idea on how much was the usage of the image?  And what was the resolution of the image?  For the values to make sense, we need to know.  Was that the only image in use, and only in that one channel?  I'm going to assume it was, as it wouldn't be a really good test otherwise.

    If that was a 4k x 4k image, so that in uncompressed format, it took up 64MB  (32-bpp=4 bytes/pixel, 16MP * 4 bytes/pixel = 64MB) and it dropped by 48MB to 16MB, then it looks like either they've changed the behavior, or I was misinformed.  

    As for how much sense either makes, it's a question of compression algorithms (having to choose multi-channel vs. single channel) to improve compression OR using a single algorithm and promoting the image at load time (faster at rendertime, slower at load.)

    It may even be subject to the speed/memory optimization setting.  But it does look like (if my assumptions on your test are correct) that IF the setting isn't affecting it, then the nVidia dev I spoke with misinformed me....or maybe was working from old design info.

    If it's now using greyscale images internally where appropos, that's great.  Makes for smaller footprint, though it will cost a little render speed.  If it's tied to the speed/memory option setting, even better.

    (edit:  I'll try to run a test tonight to see if the speed/memory setting affects this.)

    Post edited by hphoenix on
  • nonesuch00nonesuch00 Posts: 18,762
    edited July 2016
    If they are routinely creating textures in an computer 3D environment that is flooded with excessive light then what we get when we try to use those textures in a situation with natural light from an HDRI is an excessive dark character.

    There are HDRIs and HDRIs. Many HDRIs _are_ shot too dark in and out of themselves.

    It's also important to be using proper tonemapper camera settings. Iray does well to emulate the physical camera, so just set it up the way you'd shoot your scene, and use a "white" sphere to see if the HDRI is okay or under-ranged - the "white" shouldn't be full-on (1,1,1) white, though, that would be very unrealistic.

    Straight from the Iray dev blog:

    Reasonable material settings are a must: Nature only features very few materials that actually “fully” reflect or refract light, especially most common diffuse or glossy materials won’t reflect all incoming light, which means for your material settings: Avoid using perfect RGB values like (1,1,1) for a white material. Even mirrors are not perfect in real life, so you should always be careful with settings that result in too high reflectivity. Some rules of thumb to get a feeling for the settings: 95% reflectivity on a “perfect” mirror, 70% for a standard white paint.

    Source: http://blog.irayrender.com/post/14310848190/physically-plausible-scene-setup

    When you find the "right" HDRI, use it as your environment to fix character mats in.

    Or - my trick - use the Sunny 16 rule, use Iray built-in Sun-Sky, but remove the DAZ default "SS Multiplier": set it to 1 instead of 0.1. This creates a physically plausible environment. I don't have many Iray skin presets, but the ones that come with DS fall apart on this "perfect sunny day" stage. They don't follow the rules above.

    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.

    Post edited by nonesuch00 on
  • Oso3DOso3D Posts: 15,088
    Flooding light is only a problem if it's inconsistent. If one set of textures is dark and another set runs light, you have a problem.
  • MEC4DMEC4D Posts: 5,249

    The only 32bit floating point that iray create and use is for HDRI enviorment  and when you render with Canvases , so you may hear the truth , each program that use iray do things slightly different , Uberiray shader too.. when you make the test make sure you use Nvidia iray MDL block shader and Uberiray for comparison so you will see the truth . The algorithms already changed in iray from the first release so things are processed different way , I was a bit surprised since no other unbiased render engine or not do this as it would be big waste of Memory , well maybe interactive do since it use 9 times more VRAM than photoreal 

    Any way people should not change the workflow in creating maps , texturing rules should not change regardless what the engine do internal or not , don't you agree ?  since there is not need for that .

    hphoenix said:
    hphoenix said:
    MEC4D said:

    All I said was about is REDUCE the resolution of all maps beside Normal, Bump , Displacement and Opacity as they need to be in higher resolution , also Bump, Specular and Opacity maps saved as grayscale will reduce the size as they are float maps and not color . If you render full figures in HD format images you not need more than 2000x2000 for color maps and that will cut the vram usage in half already , load faster in general , I wish we have an option for texture resolution the way HD environment have under Interactive mode in iray in place of the compression 

     

    Just as a note....ALL images internally in Iray are stored (and compressed, if applicable) as 32-bit RGBA raw images.  This means there isn't any savings for float maps, as they will be converted to full RGBA at load.

    They are faster to index and process and compress/decompress that way, but do consume more memory.

    So ALWAYS resize the images if you do NOT require that high of a resolution.

     

    Are you sure about this?  I seem to remember contrary info from the nVidia Beta/Developer forums.

    Kendall

    Well, I haven't read EVERY single post on the dev forums, but it is my recollection.

     

     

    MEC4D said:

    I just checked , GPU vram jump on when using different images at the same resolution , I set compression off under render setting , and it does exactly as I though .  I am also member of the Nvidia Developer program 

    and never saw any info about iray doing it other than per pixel but not converting float maps into color as it would make no sense as the MDL use float maps and color maps for processing 

    anyway here my test I just did of the vram usage with different maps

     

     

    Are you listing the whole memory usage in Iray, so you see a 48MB difference, but no idea on how much was the usage of the image?  And what was the resolution of the image?  For the values to make sense, we need to know.  Was that the only image in use, and only in that one channel?  I'm going to assume it was, as it wouldn't be a really good test otherwise.

    If that was a 4k x 4k image, so that in uncompressed format, it took up 64MB  (32-bpp=4 bytes/pixel, 16MP * 4 bytes/pixel = 64MB) and it dropped by 48MB to 16MB, then it looks like either they've changed the behavior, or I was misinformed.  

    As for how much sense either makes, it's a question of compression algorithms (having to choose multi-channel vs. single channel) to improve compression OR using a single algorithm and promoting the image at load time (faster at rendertime, slower at load.)

    It may even be subject to the speed/memory optimization setting.  But it does look like (if my assumptions on your test are correct) that IF the setting isn't affecting it, then the nVidia dev I spoke with misinformed me....or maybe was working from old design info.

    If it's now using greyscale images internally where appropos, that's great.  Makes for smaller footprint, though it will cost a little render speed.  If it's tied to the speed/memory option setting, even better.

    (edit:  I'll try to run a test tonight to see if the speed/memory setting affects this.)

     

  • nonesuch00nonesuch00 Posts: 18,762
    Flooding light is only a problem if it's inconsistent. If one set of textures is dark and another set runs light, you have a problem.

    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. Anyway, I'm done talking about it, it's not like I'm the only one that has noticed so DAZ 3D knows about this and so DAZ 3D either make adjustments between them to make them consistant or they don't. It's the major reason why alot of DAZ users refuse to use iRay.

  • MEC4DMEC4D Posts: 5,249

    Hi , no that was different story nothing to do with that , perfect displacement are at 32bit float , everyone know it , but in DS only normal map is not compressed everything else is , that what DAZ said so I still wonder if the displacement get compressed or not as no way to test it , and I did a lot of tests with displacement maps in iray and everything was working just right the way it should . If it was compressed there would be some issues . and as I said the 32bit RGB is only created with HDRI environment maps to collect the information about the luminosity of the scene . But no one documentation said it is converting jpg into as that make no sense as the map will have exactly the same amount of information as it was in jpg before converting , but iray may do it for internal way of calculations , I don't know .. however if that was this way there will be info about.  And even if it don't change anything in my workflow or yours . So keep doing the stuff the way you doing and forget about . You have a lot in your cup already to think about hahahahaha wink

    I have no time for arguing on subjects that don't really matter as I have work to do and a lot .. so have fun I will drop in later

    MEC4D said:

    and never saw any info about iray doing it other than per pixel but not converting float maps into color as it would make no sense as the MDL use float maps and color maps for processing 

    Hi Cath... I believe they meant not colour - still greyscale, but higher precision. 16/32 bit float.

    http://what-when-how.com/zbrush-character-creation-advanced-digital-sculpting/generating-displacement-maps-normal-maps-displacement-maps-maya-and-decimation-master-zbrush-character-creation/

    MCasual had an old thread with a demonstration of the 256-level-grayscale vs a proper 16bit displacement:

    http://www.daz3d.com/forums/discussion/29672/tip-improve-bump-and-displacement-renders-by-using-16-bit-versions-of-your-maps

     

  • Mustakettu85Mustakettu85 Posts: 2,933

    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.

  • MEC4DMEC4D Posts: 5,249
    edited July 2016

    The problem is in the material settings that make it so dark , all base figures from DAZ are too dark (tan ) I mentioned it to DAZ a time ago , when I render them with my proper HDRI maps for lighting with exact accuracy they looks like back from vacation in Hawaii , 2 times darker as they should . You need to use double more light to make them looks normal as they should , it is wrong default 

    I will show you letter the difference when I am back and there is easy way to fix it . The Tone-mping should be adjusted exactly to the HDRI environment you using , as each HDRI maps have own values , if the values does not correspond with the maps you getting wrong result of the light and wrong result of the HDR in your scene 

    Flooding light is only a problem if it's inconsistent. If one set of textures is dark and another set runs light, you have a problem.

    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. Anyway, I'm done talking about it, it's not like I'm the only one that has noticed so DAZ 3D knows about this and so DAZ 3D either make adjustments between them to make them consistant or they don't. It's the major reason why alot of DAZ users refuse to use iRay.

     

    Post edited by MEC4D on
  • evilded777evilded777 Posts: 2,482

    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.

  • nonesuch00nonesuch00 Posts: 18,762
    edited July 2016

    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.

    Post edited by nonesuch00 on
  • nonesuch00nonesuch00 Posts: 18,762

    We DAZ customers ought to start a feature request for DAZ to make a consumer / professional camera UI for DAZ Studio. I know more people would benefit from it and have a lot more fun in DAZ Studio.

    I don't know how to do that though. At Unity 3D website they have a 'feature request' forum that such things can be added by customers and voted up by customers with accounts (there is no vote down, you simply don't vote in that case).

  • MEC4DMEC4D Posts: 5,249
    edited July 2016

    Look that is standard DS light , right edited materials and left original , it may look ok from the front with a lamp in the face but not on the back or sides, and it have nothing to do with the light here but wrong skin settings , the skin have high level of absorption .

     

    Another point is HDRI light maps, for best you need as much information in the ambient area as from the sun , if there is not the right dynamics, you will get figures darker in a cloudy day as it should be as nobody shot 100 of photos to create cloudy day HDRI , even with a sunny day not much people  can capture enough dynamics for proper  HDRI , this process is not easy as the world does not stand still to allow you to capture enough data 

    also iray does not work well with 36 dynamics HDRI  and need to be reduced to 28 maximum  losing the info from the ambient areas needed for the right balance between the light and shadow . And I am talking from my own  experiences since I have equipment to capture 36 dynamics in my HDRI but have to lower it for iray .

     

    Edit : Eyes can play trick on you, but when you mix the 2 shader settings you getting surprised how dark they are and mostly all of them  and the absorption level is higher than a wall bricks for an Caucasians skin ... and why so ? because everyone setup materials with different kind of light , a true PBR setting should work in any light but need to be calibrated from the default , what in iray is sky-sun to begin with at 28 EV dynamics .. The default tone  mapping in DS are not exactly corresponding right with sky-sun but there is a reason why as setting it correctly will create artifacts on the quad poly meshes especially on the low poly one that why other unbiased render engine use triangles at higher subdivision to avoid it , so the DS Tone mapping and sky-sun is set to create less harsh more soft shadow environment like the sun behind thin cloud where the light still pass and create softer shadows .

    So now you know, pass it on lol

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    Post edited by MEC4D on
  • nonesuch00nonesuch00 Posts: 18,762
    edited July 2016
    MEC4D said:

    Look that is standard DS light , right edited materials and left original , it may look ok from the front with a lamp in the face but not on the back or sides, and it have nothing to do with the light here but wrong skin settings , the skin have high level of absorption .

     

    Another point is HDRI light maps, for best you need as much information in the ambient area as from the sun , if there is not the right dynamics, you will get figures darker in a cloudy day as it should be as nobody shot 100 of photos to create cloudy day HDRI , even with a sunny day not much people  can capture enough dynamics for proper  HDRI , this process is not easy as the world does not stand still to allow you to capture enough data 

    also iray does not work well with 36 dynamics HDRI  and need to be reduced to 28 maximum  losing the info from the ambient areas needed for the right balance between the light and shadow . And I am talking from my own  experiences since I have equipment to capture 36 dynamic in my HDRI but have to lower it for iray .

     

    Edit : Eyes can play trick on you, but when you mix the 2 shader settings you getting surprised how dark they are and mostly all of them  

     

    Well I am using high quality HRDIs, the famous Pixar Studio HRDI, one at a French golf course, and then from Greg Zaal. He really is quite knowledgable and quite good.

    From what you say it seems that photographic equipment, no matter how good cannot capture all the range of amibient light being reflected in the photo which of course makes sense because if the camera was perfect at that it would look for all the world to us as if we were looking out a window and not at a picture.

    Maybe HRDI is not ready for prime time. Your illustration shows what I am talking about and so many others have complained about. It's not that subtle - it's as it the fellow was slathering on artificial tanning lotion or taken from a dark room and pasted into a bright scene.

    As I prefer PBR I will let the PA address these shortcomings with new texture sets I hope.

    Post edited by nonesuch00 on
  • MEC4DMEC4D Posts: 5,249
    edited July 2016

    The Pixar Studio yes, it is great as I checked the range also the sun was edited as the range is slightly higher than the rest and should be less however is very good, the other is ok but have lower range as usual people don't bother due to clouds that move faster and screw the HDRI so they settle for less shots  than on a sunny day with less or no clouds at all but I render with the default DS light what should be at last perfect but the skin is not

    I noticed the dark skin material since V7 , first I was thinking it was the light but then compared with my calibrated PBR and was sure the absorbing was too high for this skin type , it is more rubber than diffuse skin for that reason why it is so dark , if you use 1000W head lamp it looks fine so maybe the creator made the first one and then later copy and paste to the next character and the rest followed .. but it is definitely wrong and not the correct default and far away from PBR  and increasing light will screw the rest of your scene and all correct materials you have on other materials.. but who is listening .. nobody 

    people tend to focus what is in front when the light shine on but nobody rotate to see how it looks in the shadow, not just with the skin but also with environments like building and other stuff what usually looks like after heavy rain on the angle , producers need definitely focus more on it and deliver complete work or not at all .

    MEC4D said:

     

    Well I am using high quality HRDIs, the famous Pixar Studio HRDI, one at a French golf course, and then from Greg Zaal. He really is quite knowledgable and quite good.

    From what you say it seems that photographic equipment, no matter how good cannot capture all the range of amibient light being reflected in the photo which of course makes sense because if the camera was perfect at that it would look for all the world to us as if we were looking out a window and not at a picture.

    Maybe HRDI is not ready for prime time. Your illustration shows what I am talking about and so many others have complained about. It's not that subtle - it's as it the fellow was slathering on artificial tanning lotion or taken from a dark room and pasted into a bright scene.

    As I prefer PBR I will let the PA address these shortcomings with new texture sets I hope.

     

    Post edited by MEC4D on
  • We DAZ customers ought to start a feature request for DAZ to make a consumer / professional camera UI for DAZ Studio. I know more people would benefit from it and have a lot more fun in DAZ Studio.

    I don't know how to do that though. At Unity 3D website they have a 'feature request' forum that such things can be added by customers and voted up by customers with accounts (there is no vote down, you simply don't vote in that case).

    If I'm understanding what you're asking for, which is a way to tweak settings while a render is in progress, you already can do this. There is a "hidden" pane on the left side of the render window that you can use to adjust a number of factors including gamma.

  • nonesuch00nonesuch00 Posts: 18,762
    edited July 2016

    We DAZ customers ought to start a feature request for DAZ to make a consumer / professional camera UI for DAZ Studio. I know more people would benefit from it and have a lot more fun in DAZ Studio.

    I don't know how to do that though. At Unity 3D website they have a 'feature request' forum that such things can be added by customers and voted up by customers with accounts (there is no vote down, you simply don't vote in that case).

    If I'm understanding what you're asking for, which is a way to tweak settings while a render is in progress, you already can do this. There is a "hidden" pane on the left side of the render window that you can use to adjust a number of factors including gamma.

    No, go look at your consumer camera's UI and take a picture after configuring it using Point-n-Shoot via the camera viewfinder and the picture taking button. Pretty simple actually. Settings for nighttime, fireworks, landscapes, sports, portraits, 'soft' portraits, children playing, baby, and macros and other common amateur photo taking situations. One thing about consumer devices is you don't hide thing that make things easier on them.

    Post edited by nonesuch00 on
  • MEC4DMEC4D Posts: 5,249
    edited July 2016

    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 .

     

    Post edited by MEC4D on
  • wolf359wolf359 Posts: 3,936

    @nonesuch00 sorry for the off topic post
    but the facial  expression on your forum Avatar image is EPIC!!..Bloody hilarious.laugh 

  • nonesuch00nonesuch00 Posts: 18,762
    edited July 2016
    wolf359 said:

    @nonesuch00 sorry for the off topic post
    but the facial  expression on your forum Avatar image is EPIC!!..Bloody hilarious.laugh 

    Thanks, that's what I was trying for, embarrassed laugh. You could imagine my embarrassment I put myself into Facegen and come out with Howdy Doody.

    Post edited by nonesuch00 on
  • kyoto kidkyoto kid Posts: 41,925
    edited July 2016

    ..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.

    Post edited by kyoto kid on
  • MEC4DMEC4D Posts: 5,249
    edited July 2016

    it is easy , it is about the quality of the displacement maps 32bit more information, smother result higher range , 8 bit less information and more distortions  lower range

    Here are tips for Displacement maps in Zbrush

    1. Open or Import your high-res mesh with multiple subdivision levels.
    2. If you imported your high res mesh from another program - rebuild the lower subdivisions by going to the Tool palette, expanding the Geometry subpalette, and clicking the 'Reconstruct Subdiv' button until at the lowest desired level.
    3. In the Tool palette, expand the Geometry subpalette, and set your current 'SDiv' value to the subdiv level you want your low resolution basemesh to be.
    4. In the Tool palette, expand the UV Map subpalette, and set the UV Map Size to the image resolution that best suits your needs. (Recommended 2048 or higher)
    5. In the Tool palette, expand the Displacement subpalette, and click the large empty box in the upper right and select any alpha image from the popup menu.
    6. Now that an image is loaded into the box, the 'Mid' value below and to the right should no longer be greyed out, so set it to a value of '0'.
    7. Click the same large box with the alpha image in it now, and select 'Alpha Off' from the upper left to clear the box once again.
    8. Set 'Adaptive' to OFF. 
    9. Set 'DPSubPix' to '4'. 
    10. Set 'SmoothUV' to OFF. 
    11. Set 'Flip V' to ON. 
    12. Set 'Scale' to '1'. 
    13. Set '3 Channels' to OFF. 
    14. Set '32Bit' to ON. 
    15. Click the 'Create And Export Map' button, choose a filename and directory to save your map to, and select 'OpenEXR 32bit' as the file type.
    16. Click the 'Save' button to run the displacement map generation.
    17. Your displacement map is now ready for use!

    UVS 

    Displacement mapping generally requires a good UV layout of your object. There can be no overlapping UVs as it will cause errors in the generated maps. Also, ZBrush in particular does not like UVs to rest directly on the edges of the UV sheet (as some automatic UV generation methods will do) - so make sure your UVs are always placed slightly within the edges of the UV sheet.

    BASEMESHES

    Remember that while sculpting at higher subdivision levels, the positions of lower subdivision vertices are often also being affected. So the low res mesh you imported into your sculpting program may no longer be exactly the same as the low res mesh you're using to generate your displacement map. Always double check to make sure the low res mesh you generated your displacement map from is the same as the mesh you're applying your displacement map to.

    DISPLACEMENT MAPS ARE SCALE DEPENDENT

    Since the pixel values of a floating-point displacement map correspond directly to scene units, your object's scale becomes an important factor for guaranteeing accurate displacement amounts. If you scale your low-res mesh up or down after you've already generated your displacement map, your displacement map will no longer have accurate intensity values relative to the new scale of the basemesh. The map will either have to be regenerated with the new object scale,  if you scaled your object up x2, then you'll have to increase the displacement amount setting x2 to compensate.

     

    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.

     

    bit-levels-722x1024.jpg
    722 x 1024 - 49K
    bit-levels-722x10242.jpg
    604 x 401 - 80K
    Post edited by MEC4D on
  • RAMWolffRAMWolff Posts: 10,352

    Useful info there Cath.  Thanks so much!  XO

  • kyoto kidkyoto kid Posts: 41,925
    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?

  • barbultbarbult Posts: 26,270
    edited July 2016
    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

    Eva 7 Randomized Dandelion Hair Exposure Tool.jpg
    1450 x 1233 - 913K
    Post edited by barbult on
  • MEC4DMEC4D Posts: 5,249

    Looking great , glad to see it worked for you  , the level is just perfect without burned area

    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

     

  • MEC4DMEC4D Posts: 5,249

    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?

     

  • MEC4DMEC4D Posts: 5,249

    you welcome Richard xoxo 

    RAMWolff said:

    Useful info there Cath.  Thanks so much!  XO

     

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