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Thank you- I tried doing that manually for a couple of them -turning them to zero (Assuming that would be the same effect) and it didn't seem to work or I didn't get enough of them for that set. So I think I'm going to leave it and see if I can't get offical Daz help with a rollback because 4.20 is making my gpu toasty
The ROG sets also have one of the denoisers turned on and the settings to turn it off is hidden for some reason.
I love these sets, but looks like they are going to need some work.
Time to put in a ticket.
I've not been happy with Daz Studio since the 4.14 (possibly 4.15) incarnation. I've had nothing but problems. I'm not going to update. Even with the Volumetrics, its just not worth it (especially with a CPU).
...crikey that's a lot of emissive sources.
Those "Light Disks" definitely sound like Ghost Lights which others are having issues with. Then there's the "Light Spheres" which I imagine are sort of a 3D "ghost light" for the candle flames. For the ones labelled "Fire", apparently those are for the fire in the fireplace (which is out of view). Finally there is the Distant light used for the "Sun".
Are the tone mapping values on the interior and exterior views preset when the model loads?
I don't have any of these sets so I'm unable to run any tests.
Any update is appreciated. I would much prefer any update to be separate from the original.
If this is Nvidia's doing, it is a very odd decision. While the desire for physical accuracy sounds good, most people are thinking of lighting that is only possible with Hollywood style lighting. 100% realistic lighting simply doesn't look good. They have all kinds of people dedicated purely to lighting every scene, and lighting can change from shot to shot in a scene even though the environment might be exactly the same.
The problem is that to replicate Hollywwod lighting in 3D, you absolutely need lighting that can be both invisible and not have the source cast a reflection in a mirror like surface.
So ultimately we need to "cheat" reality in order to get results that look nice. A truly good rendering engine should have the capability of satisifying both demands. Thus if Ghost Lights were a glitch, that was a glitch that did not need fixing...it should be a feature through and through. If it had to be fixed for some unknown reason, then there should still be a replacement option available.
So a new problem is created trying to fix this, that being the white pixels visible where the ghost light object is. These pixels look like an issue Iray has with bright reflections. If you have a bright reflection on a mirror like surface, sometimes you get these white pixels. I think what is happening is that Iray is somehow registering a "hit" on the light passing through the object casting it, like a reflection. Because the object is not completely transparent, it has a very faint chance of reflecting light, which Iray is miscalculating as part of the glitch it has with certain reflections.
Boy, you ain't kidding that's dark! I had to put the Exp Value at 8.5, the Shutter Speed at 1.42 and ISO at 400 to get this. The denoiser really did it's job, but if all that couldn't fit on my gfx card, I'm not sure it would have ever gotten all the noise out.
...as I mentioned in another thread I've used various type of lights to enhance an interior scene similar to what photographers and cinematographers use before someone discovered how to make ghost lights. . Yeah its tricky to keep the actual light source out of the camera's field of view, but it can be done and still produce the desired effect. Trying to do everything just with the camera lone doesn't work as I mentioned in that thread if you set the aperture for optimising the indoor environment, any light coming through windows or other openings will be "overblown". If you do the opposite the interior will be too dark.
That is the nature of a camera compared to the human, eye the latter which can make much more rapid adjustments as well as compensate for different light environments. .
This short video illustrates some of the tricks used in filmmaking that can easily be adapted to creating scenes.
Well night time renders will be easier to create, I guess?
The closest I was able to get it by just playing around with tonemapping settings is this. And thanks for the links and help-
That is a great looking render. The interior renders I've seen of 4.20 are dark and take more fiddling but look more realistic to me than ever. Don't you agree? Your render looks like a photo.
WIth the latest update 4.21, i realized that the firefly filtering (render options) was the cause of my scenes being darker. I turned off firefly filter, then put it back on with different setting, and it was fine. The scene is back to it's 4.15-4.20 lighting look.
Thanks, this helps