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It definitely adds a sort of flashbulb quality but often washes away fine diffuse light in my renders.... I can never make anything look too realistic with it shining...
Indeed.
This is very good info Horo. I didn't really think about the ambiant lighting vs dynamic range, or even the HDRI width vs camera lens idea. Regarding the size of the HDRI file I find that if only the sky is used as backdrop I don't mind if it's not very sharp.
Is it possible to render the HDRI file with different exposure settings in Bryce to combine them to increase the range?
gilamoureux - Yes. It's always cheating, though. Bryce lights work linear. If you half the light output, you get half of the light. There's no gamma. So it's easy to dim a room or brighten it up in 1 or 2 f-stops, save the renders and then combine them to an HDRI with an external program (HDRShop, Picturenaut, etc). The catch are the visible lights. If you have visible lights (or a visible sun), you need to dim them differently, maybe even almost not at all through the different f-stop renders so you get them very much brighter than the environment.
I rarely buy HDRIs in the DAZ store because the quality is often rather poor IMO. Among others it shows as compression artifacts which are especially visible in the sky, making it look "dirty".
Here are two examples showing how much the quality can differ, the first is several years old, the second one purchased yesterday (you'd expect quality to improve over the years, right?). Both are rendered in perspective view with the same settings. I think they speak for themselves, the first one shows how it can be done, the second how it's often done (if I were DAZ I would have rejected it).
It appears as if the second was a JPG re-saved as HDRI. Such can often be observed.
Ugh. I've seen this in freebie HDRI's but you really shouldn't ask money for it.
I don't know, where can you see that? The size is around 55 MB.
AFAIK the set is made with an Insta360 One X, a 16 MP $500 camera with HDR support: https://www.insta360.com/product/insta360-onex
There is a camera included in the HDRI set, it makes it look a bit better by "downsizing" the image, but it distorts the characters.
I have rendered 360 degrees panorama in Unity and saved it as .EXR with resolution 8192x4096.
Then I have rendered Diego 8 with it in Daz Studio iray, but the EXR did not provided enough light itself:
so I have turned on Head Lamp in Camera settings:
Any tips on how to improve render with such panoramas to blend better Daz characters in it?
I don't know wether Unity internally renders with an extended gamut. Saving a render as HDR, EXR, or 96-bit TIF doesn't make it an HDRI. It's just the render saved in another image file format, HDRIs usually without gamma. Open your EXR panorama in an HDRI capable graphics program and measure the pixel values. The pixel values of the lit signs should be much higher (100 times or more) than the street. You panorama looks evenly lit and should give an even light on Diego. There may be a control in Studio/Iray to boost the output (I don't know DS good enough), and if not, you can multiply the pixel values in an HDRI capable graphics program. This doesn't change the dynamic range, only the light output. In case Unity doesn't render with an extended gamut (e.g. high dynamic range), you have to render your panorama several times with different light settings to simulate different f-stops, than add them. Otherwise, you have just an ordinary LDRI panorama saved in a HDRI file format. They usually give nice ambient light.
6080x3040
Thanks a lot, Horo, for such valuable information.
I did not know, that one can find such information about the pixel values.
The panorama was rendered in Unity in the latest HDRP pipeline, but the lights was not fully baked up.
With complex scenes baking could take many hours. I have just checked and it says around 5 hours to finish.
There is a GPU based baking addon for Unity, but I have not purchased it yet.
Just read, what does HDRP means and it is High Definition Render Pipeline,
so I do not know, if it really could create HDRI images.
Now I have found, that the GPU lightmapper is included in Unity and I switched to it.
What a difference. Now baking will take only a couple of minutes.
I will make another panorama and see what happens.
It finished. Total baking time 4 minutes 14 seconds. I like it.
... but there is no improvement on the render.
I have tested EXR rendered in Octane and none of them provided enough light to the scene.
Below is Diego 8 render with one of Cake and Bob HDRIs:
HDRIs are very good for lighting.
For the store here at Daz, I will personally recommend:
https://www.daz3d.com/dimensiontheory
https://www.daz3d.com/cake-one
For outside Daz3D, I would personally recommend HDRIHaven.com I use a lot of their's now in test renders and promos. They are very good.
For those who dont know, you can adjust the strength of the HDRI on the Environment tab in the Render settings. Right where you see the thumbnail for the HDRI, there is a strength setting. I use that instead of adjusting the exposure.
This is one of my latest images. Its uses this HDRI from HDRIHaven - https://hdrihaven.com/hdri/?h=hamburg_hbf - There are 3 other versions of it on my Artstation account. Click the banner below to go there.
https://www.daz3d.com/gallery/images/848416/
Sure, you are right.
But I have already bought most of the HDRIs available here in Daz shop,
and now I want to create some new of my own.
I have only recently discovered, that free Nik Tools for Photoshop has included HDR tools, to allow easily combine
the renders with different exposures to combined HDR image.
I am really glad, that I have downloaded Nik Tools, when it was owned by Google and completely free to use.
The HDR in NIK Filters is to create a photographic image not a light probe image which is a different process. Yes it combines images with different exposure settings but they aren't the same as the ones to make an HDR light probe which is also a continuous panoramic dome image which is what is required to get good ambient lighting in a render.
@Artini - HDR images contain light information that is outside the gamut of monitors. It must be tonemapped before being displayed. Are you sure that the Unity GPU Lightmapper isn't doing exactly that?
- Greg
ETA: Once tonemapped it no longer contains the same dynamic range of information.
I've always felt that DS renders the background too light compared to how much the objects in the scene are lit when using HDRIs, and this is yet another example. I'm not sure whether it's caused by the way that materials are typically designed or what. I wish the brightness of the BG was able to be adjusted separately from the light that an HDRI provides.
- Greg
I did post processing to the images, that is not the original render. The original is darker. I take a slight photographic approach in that I always render will a little less light since I am going to post work it to correct colors and lighitng anyways and it always easier to add light then to remove it.
Go to my Artstation gallery, link in the banner below, and look at "Morning Renaissance" and "Sanctum Guardian 2" as I included the original renders as well. You can compare the orginals with the post work.
Oh, thanks for that information. I am still newbie with all that HDRI stuff.
Do you have any suggestions about how to combine .JPG 360 degree screenshots to HDR light probe?
Yes, I have exported 360 degrees panoramas from Unity as .EXR and they did not provided light to the scene
like any other HDRI bought here in Daz store.
I have previewed such .EXRs in Photoshop and they shows the image.
A .jpg wont do as it is only 16 bit whereas .exr and hdr are 32 bit. You actually need specialist equipment and software to get them right. There are some ways that they can be fudged but they aren't going to do a perfect job.
Artini - A true HDRI has some sort of real values, not just a one byte integers (0...255) but e.g. 15.9854 or 7,598,756.6284. So a TIF HDRI has 96 bit, 4 bytes per colour as single precision reals. EXR (or OpenEXR) uses half precision reals at 2 bytes per colour as 48 bit. HDR RGBE derives from the single precision reals (32 bit per colour) or half precision reals (16 bit per colour) the mantissa of each of the 3 colours, converts it to a byte and the exponent of the brightest colour, which also converts to a byte but only 7 bit, the 8th bit is the sign for the exponent. A saved HDR file has therefore "only" 32 bit but is expanded to a 96 bit. A JPG is an LDRI (low dynamic range image) with a 1 byte integer value per colour Oh, and HDRI files have no gamma (1), JPG and such have gamma 2.2 embedded.