3Delight Surface and Lighting Thread

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  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Hi guys,

    Found a comparison of hiders in the 3Delight wiki, very well worth a read (particularly of note is that it's true: turning pixel samples up for the raytracer will slow it down more noticeably than the same pixel samples will slow down REYES):

    https://3delight.atlassian.net/wiki/display/3DFM/Pros+and+Cons+of+Path+Tracing+vs+REYES

    On the other hand, the general non-dependence on shading rate makes for better quality details in the raytracer, I believe; I am using 4x4 pixel samples now, and I find this looks good enough, while with REYES I have to have at least 6x6 (better 8x8).


    And here are two test renders I did with volumes: both use the same default settings for AoA's EasyVolume (basically the same scene with two primitives and a gel light, no GI).

    REYES renders in 30 seconds, the raytracer in 4 minutes, but! Take a look at the quality!

    The raytracer takes that much longer to render because it produces a much better quality effect.

    I have a big problem with the Raytrace hider. That is when using DOF the quality is not there. So if you intend to use that you pretty much have to use Reyes. That is a big drawback in my view


    PS I'm so excited about this: http://www.3delight.com/en/modules/PunBB/viewtopic.php?id=4071 - I hope we get a DS 3Delight version that supports it soon!

    What makes you excited? I'm not sure the effect will be that much noticable (only at grazing angle) . As the latest available Delight is 11.0.108 you could do some test with the standalone to see if it makes a difference

    It’s not the renderer that determines the output, it’s the artist that takes the time to learn how to use it.

    You know, that might just be a candidate for a future sig. :)

    Based on what I’ve seen so far, I think there is a proper need for an IBL light with a smarter, more accurate sampling. Technically, you can do something similar with a sphere usign UberArea light, but with the current implementation you need to use really high number of samples. If multiple importance sampling is used, then it’s more than likely we do nott need to have that many number of samples across the sphere, just where the light intensity are highest. I also believe you can even do proper specular with it - you just need to rescale the area emitting the light and do some clever maths to calculate incident angle..]

    The problem with IBL is to determine from the map whether the spot you are getting the color from is a light source or not. That is why you generally only use IBL for diffuse
    When enabling specular on an IBL light in DS you get specular from everywhere. That's why we use additional lights for specular in addition of the IBL.

    I don't think the trace with arealight is really an answer to getting the specular. It's rather the way to get correct results as path tracing a light that has no dimension is rather difficult (the usual point/distant/spot lights have no dimension). So you only use IBL + Arealight in the renders.

    It's possible to sample the IBL a second time and try to "guess" the speculars but there are chance to get incorrect results and the rendertime will go a lot up. Tease below

    Also did some Raytrace SSS experiments with a dragon.


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  • wowiewowie Posts: 2,029
    edited December 1969


    The problem with IBL is to determine from the map whether the spot you are getting the color from is a light source or not.

    I think we can do a filter pass beforehand, with some assumptions of course. Say, have it filter areas less than maximum albedo (which is 0.8 in linear space, I believe). It can still pick up wrong areas ie mirror surfaces that reflects light, but that can be addressed by tone mapping the image before use.

    But I haven't actually thought it through and try it.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969


    I have a big problem with the Raytrace hider. That is when using DOF the quality is not there. So if you intend to use that you pretty much have to use Reyes. That is a big drawback in my view

    You mean it needs more pixel samples than REYES to resolve cleanly, or something else?



    What makes you excited? I'm not sure the effect will be that much noticable (only at grazing angle) . As the latest available Delight is 11.0.108 you could do some test with the standalone to see if it makes a difference

    Well, I don't have that much time these days, so right now I prefer only working with the DS built-in version - so that I could later share shaders with other DS users. I have postponed some ideas that work in the standalone but not in DS.

    And what makes me excited is that it must also work for any trace() applications - so it means that dispersion and related refractive effects may be done easier.



    I don't think the trace with arealight is really an answer to getting the specular. It's rather the way to get correct results as path tracing a light that has no dimension is rather difficult (the usual point/distant/spot lights have no dimension). So you only use IBL + Arealight in the renders.

    Have you tried it yet? I'm thinking a dome set up to be a "samplingstrategy" "trace" area light with a contrast-y HDRI panorama. I just haven't had the time yet.


    It's possible to sample the IBL a second time and try to "guess" the speculars but there are chance to get incorrect results and the rendertime will go a lot up.

    Rendertime will go up either way, whether it's clever sampling, photon-based caustics or bidirectional path tracing on the renderer side. I am basically sitting still and either using glossy reflections or faking those reflections/caustics, when I need to - because in truth, I am waiting for proper easy-to-use bidirectional transport.

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    wowie said:

    The problem with IBL is to determine from the map whether the spot you are getting the color from is a light source or not.

    I think we can do a filter pass beforehand, with some assumptions of course. Say, have it filter areas less than maximum albedo (which is 0.8 in linear space, I believe). It can still pick up wrong areas ie mirror surfaces that reflects light, but that can be addressed by tone mapping the image before use.

    But I haven't actually thought it through and try it.

    Don't know. Didn't really think about it too. May be a second map in which you specify where the light source are, like an opacity mask. Black = not light source / White = light source


    You mean it needs more pixel samples than REYES to resolve cleanly, or something else?
    Yep that's it. I should rewrite some shader to test again to see if it is possible to get something as clean as in Reyes



    Well, I don't have that much time these days, so right now I prefer only working with the DS built-in version - so that I could later share shaders with other DS users. I have postponed some ideas that work in the standalone but not in DS.

    And what makes me excited is that it must also work for any trace() applications - so it means that dispersion and related refractive effects may be done easier.


    I was thinking of doing some dispersion test someday. So may be that will help



    I don't think the trace with arealight is really an answer to getting the specular. It's rather the way to get correct results as path tracing a light that has no dimension is rather difficult (the usual point/distant/spot lights have no dimension). So you only use IBL + Arealight in the renders.

    Have you tried it yet? I'm thinking a dome set up to be a "samplingstrategy" "trace" area light with a contrast-y HDRI panorama. I just haven't had the time yet.


    No just guessing but I could be wrong
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969



    You mean it needs more pixel samples than REYES to resolve cleanly, or something else?

    Yep that's it. I should rewrite some shader to test again to see if it is possible to get something as clean as in Reyes

    Have you tried changing the bokeh shape from the default round one? RiAttributes on p.32 of the manual. Maybe it will look better with a polygonal shape?

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    Another animation using wowie's SSS skin shader and Photo Studio Lights. This was done using the DAZ Studio 3Delight REYES render engine. Testing a motion capture file from BoneTech3D's Bonus Wizard Combat Animation Pack with a little of my own manual facial animation, and basic camera animation. Also using a modified Olympia 6, with V6 Anna texture, DAZ/AprilYSH's North hair for G2F,, Silver & WildDesigns' Taylor Dress. Rendered over several hours, a little over 90 seconds a frame, on an AMD 8350 8-core CPU, 16 GB RAM, Windows 7, DAZ Studio 4.6 using 3Delight REYES to render. I'm glad it was cool today. That computer kicks out heat when rendering for a few hours.

    http://youtu.be/Lwako327V98

  • wowiewowie Posts: 2,029
    edited December 1969

    Another animation using wowie's SSS skin shader and Photo Studio Lights. This was done using the DAZ Studio 3Delight REYES render engine. Testing a motion capture file from BoneTech3D's Bonus Wizard Combat Animation Pack with a little of my own manual facial animation, and basic camera animation. Also using a modified Olympia 6, with V6 Anna texture, DAZ/AprilYSH's North hair for G2F,, Silver & WildDesigns' Taylor Dress. Rendered over several hours, a little over 90 seconds a frame, on an AMD 8350 8-core CPU, 16 GB RAM, Windows 7, DAZ Studio 4.6 using 3Delight REYES to render. I'm glad it was cool today. That computer kicks out heat when rendering for a few hours.

    http://youtu.be/Lwako327V98

    Looks pretty good so far. Oh yeah, I really like your voice. :).

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    Thank you, wowie! And thanks for checking out my voice over demos and the compliment!

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    wowie said:
    Another animation using wowie's SSS skin shader and Photo Studio Lights. This was done using the DAZ Studio 3Delight REYES render engine. Testing a motion capture file from BoneTech3D's Bonus Wizard Combat Animation Pack with a little of my own manual facial animation, and basic camera animation. Also using a modified Olympia 6, with V6 Anna texture, DAZ/AprilYSH's North hair for G2F,, Silver & WildDesigns' Taylor Dress. Rendered over several hours, a little over 90 seconds a frame, on an AMD 8350 8-core CPU, 16 GB RAM, Windows 7, DAZ Studio 4.6 using 3Delight REYES to render. I'm glad it was cool today. That computer kicks out heat when rendering for a few hours.

    http://youtu.be/Lwako327V98

    Looks pretty good so far. Oh yeah, I really like your voice. :).

    Looks good. But I get the strange thing, that is I have no sound on your video with Firefox 35 nightly.

    I tried some quick animations some years ago with my Quadcore Phenom but I didn't use Raytraced shadows at that time. Rather DSM and could produce two frames per minutes. The Quality of DSM is not the same as Raytrace but you can get pretty good results

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited October 2014

    Thanks, Takeo! No sound on it so all is good on your end. I just wanted to see how it looked rendered out and to show it. I would have done more, like possibly adding music, sfx and vfx, but it was getting late and I had to get up early to leave town. I wanted some people to see it this past weekend. (EDIT: I believe wowie checked out my YouTube channel which is mostly demos and samples of my straight voice over announcer work).

    This was regular 3Delight, not using Kettu's script for the Raytracer as it's been giving me some noise in certain lighting situations, including this one. No changes to wowie's lights and UE2. Deep Shadow Maps are quicker. I cranked up one or two settings a little to reduce crawling on the belt buckle from earlier tests.

    Post edited by Kevin Sanderson on
  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Thanks, Takeo! No sound on it so all is good on your end. I just wanted to see how it looked rendered out and to show it. I would have done more, like possibly adding music, sfx and vfx, but it was getting late and I had to get up early to leave town. I wanted some people to see it this past weekend. (EDIT: I believe wowie checked out my YouTube channel which is mostly demos and samples of my straight voice over announcer work).

    This was regular 3Delight, not using Kettu's script for the Raytracer as it's been giving me some noise in certain lighting situations, including this one. No changes to wowie's lights and UE2. Deep Shadow Maps are quicker. I cranked up one or two settings a little to reduce crawling on the belt buckle from earlier tests.

    OK I thought it could eventually be on my side as I fought a bit with Firefox to enable Full HTML5 support on Youtube

    I had some plugin problems since updating to FF 35 ( FF 36 from today) and Firefox seems slower for me especially when reopening a session that has +400 tabs. It's becoming as slow as Chrome on that matter. I may go back to FF 29

    I didn't try Kettu's script but if she only enabled Photons and Diffuse raycache, I don't see why you whould get some noise. It would be interresting if you remember in which situation you had noise so that we may reproduce that and understand the why would be cool (And I hope it's not with one of AOA's light)

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited October 2014

    No AoA lights, just wowie's for the animation. I didn't have GI enabled when using Kettu's script, just the raytracer (didn't have time for GI). It's noise that happens here and there and generally isn't bothersome but was showing up on an arm this time. I don't recall seeing it when I was using GI. You don't see it in the normal REYES renders, so it has to be something in just the raytracer, probably with some setting.

    And Firefox has been slow for me, too, lately, and not with loads of stuff.

    EDIT to add images:
    Both shadow samples 8

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    Post edited by Kevin Sanderson on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    Another animation using wowie's SSS skin shader and Photo Studio Lights. This was done using the DAZ Studio 3Delight REYES render engine.

    Looks cool! Wish we had a particle system for DS, could really work with the wizard's spells.



    I didn't try Kettu's script but if she only enabled Photons and Diffuse raycache, I don't see why you whould get some noise.

    Photons are in a different script even.
    The raytracer may sample "oldschool" area lights differently from REYES hider, so this is where some noise may come from.

  • wowiewowie Posts: 2,029
    edited October 2014

    No AoA lights, just wowie's for the animation.
    Both shadow samples 8

    Just a tip Kevin. You can substitute the DAZ default lights in my light set to AoA's Advanced Distant Lights if you have them. Most of the settings should carry over. If I remember correctly, the only thing that needs manual fiddling is the strength dial (raise the liimts), shadows (set to raytrace) and shadow softness.

    The noise in the shadows is definitely due to inadequate number of samples. Try upping the samples to 16 or 24.


    Looks cool! Wish we had a particle system for DS, could really work with the wizard's spells.

    Well, you can fake it. Some good examples of 'fake' effects I like:
    http://www.daz3d.com/the-spray-tool
    http://www.daz3d.com/the-splash-tool
    http://www.daz3d.com/rain-tool

    And a newer one
    http://www.daz3d.com/orestes-falling-leaves

    Post edited by wowie on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    Spellcasting Animation Test :ohh:
    wow. daz studio did a vid like that. no choppy/jumping frames. no limbs and cloths going threw stuff. I am impressed to say the least.
    I honestly didn't think stuff like that was possible at all on a PC (perrr-say). 8350 and Heat, yea they do kick out lots of that when the cores all peg full tilt. I'm quite thankful for lots of pipes (heat pipes).

    Pipes. Pipes!, coming off the CPU and wrapping around the computer desk forming a roll-bar. :red:
    O.K. not as bad as the 200mph car, yet still cool.

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited October 2014

    Thanks, Kettu! Yep, a built in particle generator would be nice, but you can do some things... mCasual has a script that works somewhat like the particle generator in Carrara, on this scripts page, but I haven't tried it yet in 4.6, though there's a new version put up just last month so it probably is fine: https://sites.google.com/site/mcasualsdazscripts/mcjjet wowie, Nerd3D's stuff is good and thanks for the heads up on the new Orestes Falling Leaves. That looks interesting. I have Particle Illusion on my old XP box and that has some good 2D effects as well that can be composited in, even after the render in Sony Vegas.

    wowie, I will also try the higher shadow samples. I thought it didn't improve things before in the Hider for some reason a while back, but I could just be mistaken remembering, or I didn't go high enough. It's been a couple months and I was more focused on render speed at the time.

    zarcondeegrissom, thank you! And yes, DAZ Studio with 3Delight can do some really good stuff. It requires a good computer and learning the software, having a decent eye for things (from studying what's in the real world), and having a good idea of what you want and how to get there. wowie's lights and skin shader have been an immense help along with the discussion in this thread. Some folks try too much too soon. Then there are people like me who take forever! ;) There was poke through, but it was easily adjusted with the top of the dress and I think a tweak of the shoulders of the dress, I can't remember specifically without looking at the parameters again.
    I'm hoping the computer can heat my apartment this winter with lots of renders!

    Post edited by Kevin Sanderson on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited October 2014

    Thanks so much, and I keep trying to remind my self that I am new to this. I'm use to giving the computer something, and having the computer tell me where the thermal hot spots are, or the highest stress in beams. Not the other way around (Me telling the computer where the light is going, lol).

    I've settled with a shadow samples of between 12 and 36, depending if I'm adjusting stuff, or going for a smooth-shadow good render. I've found that taking that render-settings slider out to 64 on renders over 1400x1050, gives no describable smoothness over 48 or 36. Especially if there is more then one light on the subject. (EDIT, Shadow samples dose adversely effect render time)

    I've also cheated with some lights, using a lower samples, and letting the average between them smooth things out. That dose not always work tho.

    In the past I have had sixteen computers crunching "seti @ home" 24/7, and had to keep the AC going all winter long. lol. The newer computers are so efficient (80 Plus Gold), I'm actually feeling the chills this morning. Wrap up in a blanket with a cup of hot chocolate, and cuddle up next to my workstation while it's rendering, lol.

    Post edited by ZarconDeeGrissom on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    Thanks, Kettu! Yep, a built in particle generator would be nice, but you can do some things... mCasual has a script that works somewhat like the particle generator in Carrara, on this scripts page, but I haven't tried it yet in 4.6, though there's a new version put up just last month so it probably is fine

    Yeah, I know about mCasual's script, it's very cool, but I haven't figured out how to animate particles to float along an arbitrary path. Would you happen to know?


    Well, you can fake it. Some good examples of 'fake' effects I like...

    That's true. There's also EvilInnocence's "storms", they're old but still usable. But I believe that a "real" particle system could also help with making clouds, for example, or faking "fluids".

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    One idea might be if it had what is called forces I think in Carrara, but I don't see it in mCasual's examples. In messiah, some people have used geometry, for example, to make a flame thrower, a specially shaped fire with lapping flames, or a stream of water. mCasual uses geometry (a rotating torus mostly hidden, with maps) to simulate running water in DAZ Studio.

  • wowiewowie Posts: 2,029
    edited December 1969

    What do you think?

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  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    Looks good, wowie! All area lights?

  • wowiewowie Posts: 2,029
    edited October 2014

    Looks good, wowie! All area lights?

    Six area lights arranged in a semi circle plus two distant lights.

    Here's a shot with half of the lights turned off. I'm sticking to the default sample value of 8 for the UberArea lights. There's a slight noise in her left arm/forearm, but that's actually not from the UberArea lights but the distant lights (sample value at 16).

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  • wowiewowie Posts: 2,029
    edited October 2014

    Here's renders with the sample value of 24 (1 min 44.34 secs) and 32 (1 min 47.49 secs). The original one with 16 samples was 1 minutes 29.6 seconds.

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  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited October 2014

    Very good render times and results! 32 samples seems cleanest. I like the even lighting of the first image of the day the best, but it's nice to see more dramatic shadows will work.

    Post edited by Kevin Sanderson on
  • wowiewowie Posts: 2,029
    edited December 1969

    Very good render times and results! 32 samples seems cleanest. I like the even lighting of the first image of the day the best, but it's nice to see more dramatic shadows will work.

    Thanks.

    The idea was to have more flexibility and control than what's possible with an ambient light setup. Another unintended feature is that you'll be able to mix light sets together. For example, if you want to have one side lit more by the 'fake' ambient light than the other, you can do that. Just load the light sets you want and orient them opposite of each other. You still need to delete/disable the excess distant light, but with these sets its easier and faster to setup. You don't have to create additional lights and copy the settings over.

    So you could have up to 12 UberArea light for very diffused, soft lighting setup and forgo the rim lights completely if you want. If you don't want the render time hit, you could use the light set using just 2 UberArea lights (a total of 4 UberArea lights). Or you can mix both of them. You can also customize the placement depending on the scene.

    Sure, you can a HDRI image with UE2 to get similar results. But you still need to add specular only lights with UE2 so you end up using more lights anyway.

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    You definitely have more flexibility and control. For HDRI control you'd need that program where you can paint an HDRI and see how it looks.

    The results you are getting look great to my eye, wowie!

  • wowiewowie Posts: 2,029
    edited December 1969

    Here's an example of the fresnel setup in action.

    I've turned off all the lights to her right. Next I rotated the lights directly facing her - straight on much like the camera - a little bit to the left (60 degrees) So now the lights are a bit closer together. Then I rotated the left rim light so that the angle is the same as the other two I've just changed. Let's push it to the edge - i enabled the right rim light and changed it to the same angle - we now have three times the amount of light coming from a single direction.

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  • wowiewowie Posts: 2,029
    edited October 2014

    Let's change the angle of all the rimlights to 0 - basically the angle of the camera. The fresnel is keeping the specular controlled so we're not getting blowouts. Compare this to the default state of the lights.

    This is as close to energy conservation (for the lightset) as I can get and I say it's pretty good. You still get blowouts with light set that has weaker 'fake' ambient lights, but you can always tone down the strength of the distant lights or disable one to avoid the problem.

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  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    Very nice results!

  • wowiewowie Posts: 2,029
    edited December 1969

    There will be times when you need to raise the sample value of the UberArea lights. Here are shots taken with 'A Bright Loft' by Bluebird3d. Since it's an indoor scene, most of the light will come from the UberArea lights and there's quite a bit of shadows/dark areas. I'm using the default preload scene with all the furniture with all the default MATs.

    With the default 8 samples, there's a lot of noise in the shadows. Render time is 1 min 43.91 sec. With 128 samples, you'll get a very clean image in 5 min 50.73 sec. This is with just two UberArea lights.

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