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...however that still doesn't take full advantage of the new render engine's real potential which is pure GPU mode.
Well, some consider having an unbiased PBR to be the real potential.
I think the core engine is the same. The output will be the same. Render times of course will vary.
...well it varies a lot,. The scene that took just over 14 min in 3DL which I mentioned above is now at 1h 5m 30s and 90% complete using CPU mode (Iray automatically defaulted to that as my 1 GB GPU definitely would not have been able to handle the load). CPU temps seem more in line with Luxrender (low - mid 60s C) whereas during the 3DL render I did earlier I was pushing 70C (and that was using AoA's lights, not UE).
Remember that the beta doesn't share settings with the release version, so it has default settings.
...yeah,saw that when I first opened it. UI looked totally alien to what I'm used to but that wasn't so much a concern as was seeing how the newer version of 3DL performed .
Had to reload and set up my Advanced lights again since I to get them to work I had to uninstall/reinstall them so they would work. Fortunately I still have the original file (just created a copy of the scene for experimentation) so I still had all my original light settings saved. Had to also re-import the photo backdrop I used as when I first opened the scene in the beta, it was a blank plane.
And the UI will be a mile long, so the user will get completely lost. I do believe in separate shaders =)
And if it turns out you find my stuff useful, this will be a huge honour. As of now, wish me fewer headaches and less load at my day job, so that I could finish the docs faster =)
Sweet simplicity =)
Do you by chance happen to know a good website about "interior lighting for dummies", the real world kind thereof? How to actually place light fixtures to make the room look beautiful?
wowie and kettu...I can confirm it, sun/sky is IRAY only.
But are you familiar with tdlmake's ability to generate skymaps?
tdlmake -skymap %s : build a skymap using the given space/time coordinates
So in essence, 3DL has had a sun/sky for eons....
****
And here's the header info from the 4.8 beta RIB
##RenderMan RIB-Structure 1.0
##Creator 3Delight 11.0.130 win64 (Jan 8 2015, 89d5e0) "Berto Durante"
##CreationDate Wed Mar 11 12:08:53 2015
I used the skymap few years ago. There was a bug at some version between Delight 8.5 and 10
Omnifreaker also seems to have made a product for DS 3.x that I believe used that
As a lot of thing that were accessible for age, it is not a lot known and used I guess
There are also Sun/Sky lightning inside Blender and Luxrender. I guess almost every render engine now has an equivalent
Thank you Mjc! So it's 130... right before they did some extra polishing to the RT SSS (in 131 - since when more samples have been needed, but better overall), but the volumes should already be faster. I noticed a huge increase with EZVolume between DS4.7s build and the 131 standalone.
Yup I do use tdlmake for skymaps, but I've been told recently that it does not take negative coordinates (I never tried because where I live is all positive coordinates). I'm lazy and want to have something like this, though, all integrated: https://3delight.atlassian.net/wiki/display/3DFM/3Delight+Sky
Looks like it's a Maya interface to tdlmake's sunsky functions...it may be doable with SDK as a plugin...(no, that's not me offering...no...I gave up being a code monkey ages ago....no...besides, it will take me forever to figure out the SDK...)
As to the negative coordinates...I thought you had to specify in 360 not 180 notation....anyway.
Oh...here's a render I did last night....
I know, I probably could go with more samples.
Oh, yeah, forgot to mention, it's in 4.7 with your RaytraceGI script...about 7 minutes to render.
Looks cool. The writing on the board is reversed though. :)
Thanks for the info on the DS build.
I don't know about making it beautiful, but there was some doc/manual for IES lighting with guides what kind of light to use with certain rooms (lumens, temperature etc).
Looks cool. The writing on the board is reversed though. :)
Thanks for the info on the DS build.
I know...noticed AFTER the render was finished. I think it comes from flipping the normals on the envsphere. I'm pretty sure that the HDR used isn't flipped...
Haven't had the time to test iray materials yet, but here's something from another renderer that uses NVIDIA's Optix library. Of course, there might be differences, so keep that in mind.
http://www.aaa-studio.eu/furryball4help/Furryballfor3dsMax.html
Notice how (specular) roughness affects highlight strength and reflection strength.
The refraction roughness and thickness are things missing from available shaders in DS. At least that's what I think. There's also SSS roughness, but I can work around that with US2. So kettu, now you know what I suggested it.
I'll see if it helps me, thanks. I think I need something more "aesthetics"-oriented, though. Like, for housewives LOL (I only use functional lights where I live... to light the book I'm reading, and not the walls; so my interior renders aren't "pretty" because I have no idea where people put lights to make rooms look good...).
Whoa.
"Subsurface scattering roughness. With roughness 0, rays are traced to light sources, with roughness 1 rays are traced into whole sphere."
I'll be damned if I understand what they mean =D
But judging by the pics underneath, similar effects can be done with my shader, just maybe not by turning a single dial.
PS
I enabled refraction roughness in all my refractive shaders, I forgot to mention that. As for thickness, I'm not sure it's feasible to do it via shader - I don't know of an easy way. Let's just use good models.
Here's a simplified guide
http://www.ies.org/pdf/education/lightindesign.pdf
For the technically oriented, obviously not for the faint of heart :)
https://archive.org/details/ieslightinghandb00inillu
A teacher drone! Sweet! Looks great! Is that your car paint shader?
Nope, not the car paint. It's just an envsphere + HDR and playing with the spec/reflection to get the look I wanted...and using your raytrace script so it didn't take all night.
Thank you so much!! The first one in particular is super useful, exactly what I needed!
The second one is more for real life, I think; but that may come in handy ;D
I forgot to adjust the IOR value for the windows,but the resulting accident looks quite cool. Had it at 1.6. At 1.2, it's probably more 'correct' for architectural glass though.
I disabled refraction completely for the third one. Haven't finished making materials for all the objects, but I do like the ones I've done so far. Probably need to make several presets for wood though. Right now it's just one general MAT.
done with 3Delight Ubersurface2.
The Girl with the Gun was Rendered in IRay, The rest were done with 3Delight Ubersurface2.
Nice renders fran444.
I'll comment on the 3delight renders. The skin generally looks good, but lacks the specular touches present in the iray render. It probably fits better with the fantasy settings though.
I also love the previous two renders, but with the lettering it's hard to see details. I'm guessing the metals are using an reflection or environement map?
Another example of what one can get with IRay. Open it to full size and take a look at the wax, the realistic reflections, the pottery and tile surface materials, etc... Oh wait, this was done in 3Dlight almost 2 years ago with some tweaking of the surfaces and a reworking of the lighting from the original product. Great product btw, highly recommend it.
Point is, I'm as excited as many about IRay as I think it offers some great new possibilities but that excitement doesn't discount the quality of 3Dlight. For anyone looking to continue using it for whatever reason, it's still a first rate render engine. :)
Nice render Gedd.
My excitement is that I can now model caustics of complex shapes in a complex environment, tho 3delight is far from out of my list of tools. In fact I've been setting up scenes in 4.7, because it is a tad more stable. Compared to other render engines, 3delight is just so easy to work with. There is just so much stuff that dose not work in other engines, it really is a pain to convert an entire scene, Lights surfaces, and all, just to use another engine, when 3delight just works.
Front sphere is DazDefaultShader mirror-ball (It dose not work in Iray), Back white-plastic ball is the Iray mirror ball, Color cube on the left is the 3delight DazShader one, the one on FW Eve's foot is the Iray one (consistency, lol. It's really close, it is good). This was rendered in 3delight.
Working with 3delight and DAZ Studio have been quite the adventure. :)
In the end, 3delight, iray, Octane, Luxrender, Arnold, PRMan and Vray are just tools. An artist can only be as good as his tools, but a great artist must master them.
Those other renderers do come with a lot of documentation and most importantly, access to whole libraries based on scans and measurements. It's easy to just pick one, apply that to an object and hit the render button. But then you'll be very dependent on those libraries and never understand how they're made and how to modify them to suit your needs.
I certainly feel the knowledge and experience I've gained working with DAZ Studio and 3delight can be applied to any of those renderers or even game engines. It's more than just trying to render shiny, pretty things. It challenges you to rethink what you know about real life materials and how they actually behave, how they react to light and even grasp more completely the whole concept of light and optics.
Having iray included is awesome. It allows you to compare things and provides good example about certain light behavior (amount of lumens, temperature etc). Plus, it's free. :)
Oh yes, the iray content has a test object you can also use in 3delight. I've been wanting one for the longest time. :)
How true wowie. Nice ride.
I took a basic primitive cylinder, threw a D-form on in to stretch out the center a tad. Exported that as an object, then opened the object up in studio, sent it to hex, removed the ends, and sent it back to studio. Exported that again as an obj file. It allows me to see shaders from inside and outside. I keep intending to pack it up with a preview pics at sharcg, and always get distracted by something, like Iray, lol.
example of them stacked on my test cube. DG Shader essentials 3 on them there.
http://www.daz3d.com/forums/viewreply/781727/
Nice renders Fran, Gedd and Wowie
All renderers have their own shaders and language. DAZ did a good job with Iray for handling the conversion in the background even if you can only unleash full potential with Iray's specific shader
As already said Iray is a good addition in the toolbox even if feature wise I find it behind 3delight and Blender Cycles right now but that can change in the future
There are few things I'm not sure to be able to do with Iray but I have to dig a bit to know. Example below with Delight. No map used
Great renders everyone!
Basically, I agree with Wowie - the best thing about Iray is that we were given it free and fully integrated, and it's a great thing to be able to compare the more flexible and user-dependent 3Delight stuff with the more "archviz"-y approach of Iray that uses real-world units like lumens.
Other than that, I still find that my renders look exactly like my renders, regardless of the renderer. Unless the renderer has severe limitations, of course.
And do I get it right - you can't make mesh lights transparent in Iray and yet have them emit light? Or is it wrong to use "cutout transparency" for that, and there is another option?
What DS truly needs next is a solid particle engine. 3Delight either supports OpenVDB already or it's in the works. Either way, we could use RiDisk-based particles as well...
Then... Speaking of using 3Delight in 4.8 Win beta - has anyone noticed that there are preprocessor problems in Shader Builder? Only the surface shaders will compile, no others will (the plugin can't seem to find the source code in the .dzs, while it's there if you open the file in the text editor).
Has this been reported, or is it just my machine?
axf_importer.dll: The specified module could not be found.
Could not find output property for formula GenesisFemale: ...
stdin:439: WARNING: 'calculatenormal' function may have unexpected results since 'Pbp' in parameter number 1 is defined in a varying condition
stdin:460: WARNING: 'calculatenormal' function may have unexpected results since 'Pbp' in parameter number 1 is defined in a varying condition
3Delight message #43 (Severity 0): R2093: object 'shapematerial_hair1_5411_1518' (displacement 'DAZ/Uber/displacement/omDispStandard', surface 'DAZ/Uber/surface/omUberSurface') used only 0% of its displacement bound
3Delight message #43 (Severity 1): R2001: object 'shapematerial_Laces_11138_2b6f' (displacement 'DAZ/Uber/displacement/omDispStandard', surface 'DAZ/Uber/surface/omUberSurface') exceeded its displacement bound by 0%
etc.
Another test with a different 'object'. Just pure UE2 sphere with KHPark this time. Chrome is probably the closest to the actual thing seen in the movie.
There is a new 3Delight version for 3dsMax
Probably we never see this futures in DAZ.
https://3delight.atlassian.net/wiki/display/3DF3DMax/Introductory+Videos
For those who went through the Envlight2 tutorial... I posted a brief how-to for getting Larry Gritz's lens flare shader to work in DS. I don't know about you folks, but I love lens flares. Probably means my CG taste is of the "cheap and cheesy" variety, if we were to trust Mr Gritz's own comments in the shader code LOL
https://mustakettu85.wordpress.com/2015/03/19/importing-larry-gritzs-lens-flare-shader-into-daz-studio/
Obligatory cheesy "promo" attached...