Dark skin and light clothing

So as a photographer I understand the problems with taking photos of people wearing dark and light colors together, or the same with skin tones... but I have no idea how to deal with this in Daz. I have a character whose skin is perfectly lit, but the white parts of her clothing is horribly blown out. And of course if I change exposure settings to make the white clothing correct, the skin is terribly dark. Can I adjust how the skin or the clothing react to the light or something like that to adjust for this so they can both be correct?

Comments

  • L'AdairL'Adair Posts: 9,479

    @intrinsicanomaly_262dc77de2, You didn't mention if you are rendering with 3Delight or Iray, but I'm going to assume you're using Iray, as that is the default.

    There are a couple of tricks you can use in the material settings of the light clothing to tone down the blow out. Assuming the cloth is not particularly shiny, you can increase the Glossy Roughness. You can change the Glossy Color and/or Specular Color, (depends on which are used,) to a darker color. These are frequently white and can be toned down a bit with the light gray color preset, without losing the "white" appearance of the cloth. You may need to experiment a bit. (These are off the top of my head. If they don't help, I can go delving further.) You can even try setting the color channel of the Base Color to a light gray.

    In Render Settings > Tone Mapping, you can also reduce or eliminate Burn Highlights. While you're at it, you can try reducing Crush Blacks and see if that helps with the dark skin.

    I'm sure there are others who have their own formula for reducing the glare. Hopefully they will also post. There's usually more than one way to get the results you're looking for.

  • SevrinSevrin Posts: 6,313

    You can fix that in postwork by compositing a layer with your skin tones the way you like them, and a layer with lower exposure so that the clothing is the way you like, and then mask and/or dodge and burn to get the result you are after.

    With Iray, you can also use canvases, under the Advanced tab in Render Settings.  I tend to not make myself too crazy with light levels or tone mapping in Daz and instead adjust lighting in post work.  This brings up a lot of additional options, even down to isolating how one light source affects a single object in a scene using the LPE settings.  I don't go that far and settle for isolating light sources and sometimes objects/figures.

    Deathbycanon has a really nice basic intro video here to give an idea about using canvases and nodes, and Sickleyield as a tutorial on Deviantart with another video that covers additional topics.

    Here's an  NVIDIA video showing how granular you can make the adjustments

     

  • MendomanMendoman Posts: 404

    When you play with tonemapping or other environment settings, those affect entire scene, so usually it's easier to just fix the problematic shader. Like L'Adair said, changing glossy colour/roughness usually helps, and also you can just change diffuse map color with diffuse overlay weight. There you can overlay your diffuse map with a color to change it's color to your liking.

     

  • nemesis10nemesis10 Posts: 3,806

    I think I would either 1) render it all as a less bright scene and adjust in post using Photoshop curves, 2) use iray canvases to get the best exposures of skin and clothes and combine in post, or if I was lazy, change the clothing  color  to some dark grey so I could select it in Photoshop to be the correct shade of white.

  • FistyFisty Posts: 3,416

    Lower the specular to like 75% of what it was, either by making it grey-er or changing the strength, don't forget the thin film too if it uses that channel.  Make the diffuse/base color light grey (like 210/210/210) test render, make slightly darker grey and retest..  until it behaves nice.

  • fastbike1fastbike1 Posts: 4,078

    @intrinsicanomaly_262dc77de2

    You say you are a photographer. Deal with it like you would on a photoshoot. Iray lighting works pretty much like real lighting including softboxes, reflectors etc.

    Here you have the advantage of dealing with the properties of the clothing as @Fisty has mentioned.

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