Tell me why 3Delight is awesome, please?

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  • mjc1016mjc1016 Posts: 15,001

    The same limitation exists in Iray (if you use the OpenGL viewport...which most do for the main viewport)...or anything else with OpenGL.   And it's 8...

  • mjc1016 said:

    The same limitation exists in Iray (if you use the OpenGL viewport...which most do for the main viewport)...or anything else with OpenGL.   And it's 8...

    - 1 for the headlamp.

  • mjc1016mjc1016 Posts: 15,001
    mjc1016 said:

    The same limitation exists in Iray (if you use the OpenGL viewport...which most do for the main viewport)...or anything else with OpenGL.   And it's 8...

    - 1 for the headlamp.

    Yeah, the headlamp counts as 1...

  • Thadeus72Thadeus72 Posts: 413

    hi

    does some presets exist for the aoa armor light(cold light, warm sun ... ) , i can't find them in the store 

     

    thanks in advance

  • kyoto kidkyoto kid Posts: 41,854

    Oh, also, another free thing included is meshlights, or 'uber area light.' This essentially gives any surface emission like in Iray.

    Now, mind you, it slows things down a bit, but you _can_ have an emitting pattern or jet exhaust or any number of things, if you need to. (On the flip side, it's almost always better to give the item ambient channel, turn cast shadows off, and put a light inside it)

     

    ...umm "a bit"? 

    Most of my overnight 3DL renders in the past used UberArea lights. There also seemed to be no correlation to the intensity setting and how much light was produced. For one scene I created I needed to up the intensity scale by something like 850% just to make it look like there was a 60 W light shining through a window.  On top of this there was the samples setting (something Iray emissive lights don't deal with) which you had to adjust as well to get a clear non grainy image. The higher the sample rate, the longer the render time

  • kyoto kidkyoto kid Posts: 41,854

    My big recommendation is to get the Age of Armor lights (particularly Ambient, but also the Spotlight and Distant light). They run fast and have a number of cool controls.

    A lot of folks use UberEnvironment, but I find they just take tooooooooooooooooo long. I prefer just AoA Distant/Spotlight + Ambient light, and the scenes come out great. Maybe not quite as realistic as with, say, UE2 bounce light, but really really darn close. And way faster.

    Though UE2 is worth experimenting with, because it's free, and it DOES make stuff more realistic. But if it starts dragging... switch it off. ;)

     

     

    Yeah, but aren't the AoA lights' flagging features [necessary for them to work really well] broken in DS 4.9?

    That said, 3DL all the way for me. I like the realistic, yet stylized and unreal, look.

    --MW

    ..the flagging that was broken related to the 3DL SSS shader. Annoying but there is a workaround, albeit in a large or busy scene, a rather tedious one.  

  • kyoto kidkyoto kid Posts: 41,854
    BeeMKay said:

    Age of Armour is on sale today, the 3DL Advanced lights bundle is at a base discount of 40%, making it $14.97 at the moment.

    EDIT: I'd also recommend this shader bundle by AOA: http://www.daz3d.com/rock-grass-bundle 

    ...I have the latter as well, interesting, that I can get more "realistic" looking grass in 3DL than in Iray.

  • kyoto kidkyoto kid Posts: 41,854
    AllenArt said:

    I liken 3DL to Poser's Firefly - not quite as realistic as Iray, but it can come really close if you know how to use it. And for a lot of folks, really close is close enough for the story they're trying to tell :). It's also probably more versitile, at least at this point in Iray's early implementation in DS, so it has more "stuff" you can do with it. I never took to 3DL because I came over to DS specifically for Iray, but I used Poser for many years before that and using Firefly as an example, it could do a lot of things if you knew how to use it. The problem there (and probably with 3DL too) is that it takes more "finesse" to do the same thing in 3DL than in Iray where it's more automatic because Iray is just set up that way.

    I really hope that made sense. LOL

    Laurie

    ...there used to a Realistic Renders Thread for years where people tried to push the limits of 3DL as close to photoreal as possible, even before the introduction of UE and the AoA lights. It also spawned a parody thread that can still be found here called Realistic Renders...NOT for those who didn't care about photorealism and just wanted to post their best scenes.

  • kyoto kidkyoto kid Posts: 41,854
    edited October 2016

    Ultimately the kind of 'look' I'd like to get is a 'realistic painting' style. Not the sort of thing anybody would mistake for a photograph, but more like 'realistic 2d illustration'. It's definitely been hard to achieve that look in Iray.

    ...pretty much what I aimed for, as I used to paint in oils but had to give it up because of severe arthritis. You can do it with Iray in post if you have something like PS or PS elements, but I like the fact I could accomplish the look in the primary render pass just by playing with the lighting and surfaces.

    Here is one of my early ones:

    the welcoming committee.jpg
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    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,854
    dracorn said:

    The main reasons why I still use 3Delight is that Iray can be grainy, and that blows out the whole reality usefulness of the engine.  Also, despite the PA's wonderful efforts to improve hair, it still doesn't look real.  Some hair figures still look like the strands are made of string in Iray.  Render the exact same hair in 3Delight, and the strands look far more natural. 

    ...not just hair but skin as well. Even after gleaning what I could understand from the Tweaking Skin in Iray thread (before it became overly "uber technical"), my characters still look like rubber dolls compared to the more "photoreal" look of the surrounding setting and props.

  • kyoto kidkyoto kid Posts: 41,854
    edited October 2016

    ..yeah that grass shader is nice.


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    Post edited by kyoto kid on
  • Oso3DOso3D Posts: 15,085

    Meshlights in 3Dl seem to be really unpredictable. That candle-lit one of mine rendered in an hour. And considering it's a huge scene (human figure with dynamic robe, loads of textures and books and etc), at 2160x3360 or something, with two dozen meshlights... that's pretty dang fast.

     

  • exstarsisexstarsis Posts: 2,128

    Well, I thought I understood flagging but I can't get it to work at all, so I guess I'll just go without. The AoA lights still look a lot better than the toolbar lights, which feel like deliberate 3DL sabotage at this point.

  • dracorndracorn Posts: 2,353
    edited October 2016
    Stryder87 said:

    I now understand about flagging surfaces but not what part of that is broken now?

    I don't understand what you would be flagging a surface for, how you do it, or what effect it has on the finished product.  That aspect of it is a total mystery to me.  I load a light, point, adjust brightness, colour, shadows and render.  Is this flagging done to accomplish effects similar to those Specular/Diffuse only type lights I asked about in another thread?

     

    Hi Stryder87, I'm happy to show you an example of how  I used flagging with AoA's Advanced Spotlight.

    I used a different spotlight for each mermaid in a complementary color to her skin.  However, I did not want that color splashing onto the mermaid next to her, or any other object.  So I set the Flagging to Iluminate Only and set it to Diffuse 99.  I selected all surfaces of that mermaid an set them to Diffuse 99.  The second light/mermaid was Diffuse 99.1, then 99.2, etc., so I didn't have any crossing colors. 

    Here is the result:

     

    Mandala - Mermaids.jpg
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    Post edited by dracorn on
  • dracorndracorn Posts: 2,353
    edited October 2016

    Here are a couple more examples of AoA Spotlight flagging:

    I wanted to light my figure, but not the structure.  The first render shows the splotlight without any flagging:

    I selected the light.  In Lighting Control, I set Flag Surface Shaders With / Diffuse Strength Value of, and left the value at the default of 99, then set If Surface is Flagged to Don't Illuminate.

    I selected the whole structure and the ground.  On the surfaces tab, I set the Diffuse value to 99.  Here is the second image with the figure illuminated but not the structure or ground.

     

    1 AoA withOUT 99 Diffuse Flag on Structure.jpg
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    1 AoA w 99 Diffuse Flag on Structure.jpg
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    Post edited by dracorn on
  • exstarsisexstarsis Posts: 2,128

    That is basically what I was trying to do (your second example). I wonder why it didn't work for me. Do the AoA spots need to be adjusted heavily like the IRay ones do?

  • dracorndracorn Posts: 2,353

    That is basically what I was trying to do (your second example). I wonder why it didn't work for me. Do the AoA spots need to be adjusted heavily like the IRay ones do?

    No, I didn't do anything special to them.  Here are my light settings:

     

    spotloght settings.jpg
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    spotloght settings 2.jpg
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  • algovincianalgovincian Posts: 2,664
    dracorn said:
    Stryder87 said:

    I now understand about flagging surfaces but not what part of that is broken now?

    I don't understand what you would be flagging a surface for, how you do it, or what effect it has on the finished product.  That aspect of it is a total mystery to me.  I load a light, point, adjust brightness, colour, shadows and render.  Is this flagging done to accomplish effects similar to those Specular/Diffuse only type lights I asked about in another thread?

     

    Hi Stryder87, I'm happy to show you an example of how  I used flagging with AoA's Advanced Spotlight.

    I used a different spotlight for each mermaid in a complementary color to her skin.  However, I did not want that color splashing onto the mermaid next to her, or any other object.  So I set the Flagging to Iluminate Only and set it to Diffuse 99.  I selected all surfaces of that mermaid an set them to Diffuse 99.  The second light/mermaid was Diffuse 99.1, then 99.2, etc., so I didn't have any crossing colors. 

    Here is the result:

    Awesome image, dracorn!

    - Greg

  • kyoto kidkyoto kid Posts: 41,854
    dracorn said:
    Stryder87 said:

    I now understand about flagging surfaces but not what part of that is broken now?

    I don't understand what you would be flagging a surface for, how you do it, or what effect it has on the finished product.  That aspect of it is a total mystery to me.  I load a light, point, adjust brightness, colour, shadows and render.  Is this flagging done to accomplish effects similar to those Specular/Diffuse only type lights I asked about in another thread?

     

    Hi Stryder87, I'm happy to show you an example of how  I used flagging with AoA's Advanced Spotlight.

    I used a different spotlight for each mermaid in a complementary color to her skin.  However, I did not want that color splashing onto the mermaid next to her, or any other object.  So I set the Flagging to Iluminate Only and set it to Diffuse 99.  I selected all surfaces of that mermaid an set them to Diffuse 99.  The second light/mermaid was Diffuse 99.1, then 99.2, etc., so I didn't have any crossing colors. 

    Here is the result:

     

    ...that is so cool.

  • AllenArtAllenArt Posts: 7,175
    dracorn said:
    Stryder87 said:

    I now understand about flagging surfaces but not what part of that is broken now?

    I don't understand what you would be flagging a surface for, how you do it, or what effect it has on the finished product.  That aspect of it is a total mystery to me.  I load a light, point, adjust brightness, colour, shadows and render.  Is this flagging done to accomplish effects similar to those Specular/Diffuse only type lights I asked about in another thread?

     

    Hi Stryder87, I'm happy to show you an example of how  I used flagging with AoA's Advanced Spotlight.

    I used a different spotlight for each mermaid in a complementary color to her skin.  However, I did not want that color splashing onto the mermaid next to her, or any other object.  So I set the Flagging to Iluminate Only and set it to Diffuse 99.  I selected all surfaces of that mermaid an set them to Diffuse 99.  The second light/mermaid was Diffuse 99.1, then 99.2, etc., so I didn't have any crossing colors. 

    Here is the result:

     

    WOW! o.O

    That is just fantastic awesome wonderful terrific ;).

    Laurie

  • dracorndracorn Posts: 2,353
    edited October 2016
    Thanks everybody! It received 2nd place in a new user's contest.
    Post edited by dracorn on
  • Stryder87Stryder87 Posts: 899
    dracorn said:

    That is basically what I was trying to do (your second example). I wonder why it didn't work for me. Do the AoA spots need to be adjusted heavily like the IRay ones do?

    No, I didn't do anything special to them.  Here are my light settings:

     

    Those are awesome examples!  That really helps me understand how it works.  I'm going to guess that the 99% diffuse setting is determined by what you want the surface to be, not an arbitrary number for the flagging purpose.  I'm basing this on the numbers you used for the mermaids (awesome pic btw) being 99.1 99.2 etc so the surface stayed the same, but each was different enough for flagging purposes.

    I think what I said that makes sense... haha...

    I wish I would have known this when I tried to make one of my characters 'blush' in this pic.  It probably would have made it easier to do (I think).

     

     

    Armour Party.jpg
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  • kyoto kidkyoto kid Posts: 41,854

    ...that's really good.

  • kyoto kidkyoto kid Posts: 41,854
    edited October 2016

    ..one other "in render" effect that 3DL lets you do is motion blur.  This one took some time to render, about sixteen and a half hours (the two instances of Bolina Hair I used were no doubt part to blame), as I used a UE based HDRI with five frames of motion blur. Was woth the wait.  The only post was "warmifying" the tone mapping slightly in PSP and blurring the chain and sprocket as those were stationary parts of the model.

    Biker Merida 1200 pw.jpg
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    Post edited by kyoto kid on
  • Stryder87Stryder87 Posts: 899
    edited October 2016
    kyoto kid said:

    ..one other "in render" effect that 3DL lets you do is motion blur.  This one took some time to render, about sixteen and a half hours (the two instances of Bolina Hair I used were no doubt part to blame), as I used a UE based HDRI with five frames of motion blur. Was woth the wait.  The only post was "warmifying" the tone mapping slightly in PSP and blurring the chain and sprocket as those were stationary parts of the model.

    That's a sweet pic!  I'm tempted to steal it for my computer wallpaper!  haha

    I've used motion blur before.  It's a fun effect... except when it's on by accident and characters suddenly disappear during a render!  (not a true story... never happened.. nuh uh...)

    Why did you use 2 instances of the hair?  For volume?

    Post edited by Stryder87 on
  • kyoto kidkyoto kid Posts: 41,854

    ...yes along as for a bit more depth as the second instance's colour is slightly different from the first one.

  • JOdelJOdel Posts: 6,316

    I still flail at lighting. Enough that I'm not particularly tempted to try to grapple with a whole new paradigm yet. Nothing that I hear about Iray makes it *sound* like it's any easier than 3DL. 

    Plus, I'm an illustrator, and I don't particularly *want* the end result to look like a photograph.

    These are from an unposted publication project (Harry Potter fanfic, obviously). For this particular project I used Flipmode Easy Environment lights for the setup stage, and for rendering, usually deleted those and brought in one or other of Knory's Carressed by Light sets. For an exterior, I might keep the sun light from the Flipmode set. For interiors, I usually added linear point lights when I wanted an actual light source.

    Book-1-Illo-2.jpg
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  • exstarsisexstarsis Posts: 2,128

    All these examples are so inspiring. Though I'll be honest, 3DL actually seems a lot more complicated than IRay, and a lot more finicky.

  • Oso3DOso3D Posts: 15,085

    I had a lot of trouble with lighting and included lighting in 3DL stuff. But understand that 3DL covers a huge range of time, and a lot of different stuff was 'in' at various points. One of my big reasons to move to Iray, originally, was that a lot of 3DL lighting was like a dozen different distant lights and diffuse lights and specular lights and UE doing backflips with weird HDR and this and that and OMG MY HEAD IS EXPLODING. Iray seemed way easier.

    But I've learned stuff. Now it's just set two lights, most of the time. Maybe meshlight if I'm feeling hugely ambitious and want specific weird effects.

    AoA Distant light, 200% shadow, 75% intensity. Maybe give it a little color. Rotate it however I want.

    AoA Ambient light, set light range to 0 (so it affects everything), 50% intensity, maybe a little color (sometimes I set distant light to be very slightly yellow and ambient to be very slightly blue, to create color contrast).

     

    Bam. Done.

    Gets a LITTLE more involved indoors or if I want to use candles or something, but even then... not so bad.

    Indoors, distant light from outside, then maybe one or two point lights (AoA spotlight given broad range).

     

    And it renders FAST

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