3Delight Surface and Lighting Thread

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    Rogerbee said:

    One thing to add, it's annoying when you select Skin in the Surfaces tab and it doesn't pick the lips! They're skin too!

    CHEERS!

    the gloss is different there tho. Agreed for some things, along with fingernails.
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    I hear you,

    Takamori was one of Mec4D's textures I couldn't get on with in DS, till now that is. I really like it now. Here are all 3 variations.

    CHEERS!

    M6_Takamori_3_Caisson.jpg
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    M6_Takamori_2_Caisson.jpg
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    M6_Takamori_1_Caisson.jpg
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  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    Rogerbee said:

    One thing to add, it's annoying when you select Skin in the Surfaces tab and it doesn't pick the lips! They're skin too!


    Try the "default template" thing: the No 1 is all the surfaces for the head map, the second is the torso, the third are the limbs. With nails included.

    -------------------


    is pathtracing accessible via DS 4.6?


    In theory, yes. You just need to tell 3Delight to use its raytrace module and have new shaders ready (those that actually make use of path tracing and not just the legacy shadeops). My script/shader kit (which will be released as soon as the docs are written and the whole thing's beta-tested a bit) does "partial" path-tracing so to speak, and a "full" set is planned, but the thing is... 4.6 used an older 3Delight build that did not understand several of the new SSS-related things. So I won't support versions below 4.7 unfortunately.

    ...and BTW, Aghiles K. said they have the fastest path tracer in the biz. It was some time ago, but still, that's a bold claim to make. And quite likely they had good reasons to dare say it out loud.
    http://www.fxguide.com/featured/the-state-of-rendering-part-2/#3delight


    with layered imaging, eyebrows and facial hair would be nice as a separate layer

    More like layered shading than imaging. As of right now, you can do it with US2, or better, with geometry shells (this way, you can have many more layers). I have a how-to in my SSS tutorial (see the freebies link in sig).

    -------


    The AoA lights ARE NOT the only lights in Studio that include '_category'.

    The Dz* shader lights, in Shader Builder include it, but it is 'hidden' and blank, by default. All you have to do is "Show Hidden" in the Parameters after loading one and enter the recognized category...which includes ambient, point, spot and such. I'm not sure what all the valid categories are, but both the light and the shader category need to match...

    Yes, you're right. The thing is, I was hesitant to list these SB Dz lights because on my machines, they don't work anymore, like, at all. While they used to. Who knows if they work for other users, particularly new ones.

    The category is user-defined. You can even use expletives if you so desire LOL just make sure they cooperate between the light and the surface/volume you want to see each other (use the logic operators in the surface/volume if you want more than one category to affect it).

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    From the new beta thread:

    Public BETA 2 highlights are:

    3) Added support for light categories to light nodes; 3Delight.
    4) Added Decay and Intensity Scale controls to default spot and point lights; 3Delight.

    Wow. And about time, too. Halleluja. I won't have time to check it today, though. Anyone?

    If they add category support to any of the surface shaders, like DS Default at least (and its toon brothers), that would be super sweet.

  • wowiewowie Posts: 2,029
    edited March 2015


    4) Added Decay and Intensity Scale controls to default spot and point lights; 3Delight.

    This one is caught my eye. I wonder if that also include the linear point light? That's the parameter I was wishing for.

    Edit. Yes it does.

    Decisions, decisions. :)

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    Post edited by wowie on
  • kyoto kidkyoto kid Posts: 41,843
    edited December 1969

    wowie said:
    Rogerbee said:
    I've been using the AoA shader with settings for the Bjorn texture but with variations in the subsurface colour.

    You should disable the velvet. The problem with velvet, particularly the way its implemented in DS/Shader Mixer, is that it's linked to diffuse so if you use an ambient light, you'll end up with bright areas that looks out of place. Real world velvet are a mix of translucency and specular (vellus hair - very fine hair found on skin).

    That is only possible with UberSurface 2. Theoretically, you can use UberSurface by enabling reflection and tweaking the fresnel, but I found it as problematic as velvet (you get reflection on areas you do not want).

    Until mustakettu's shader is out, UberSurface2 is still the shader to get. Outside of glass (since it doesn't offer caustics), you can get very good results close to physically plausible materials.

    Are you also using AoA's Adv Ambient Light by any chance?
    ...what about just reducing the velvet strength and or altering the colour to be closer to that of the skin used?

  • wowiewowie Posts: 2,029
    edited December 1969

    Kyoto Kid said:

    ...what about just reducing the velvet strength and or altering the colour to be closer to that of the skin used?

    Still will never look right. You still wind up with lit areas where they should be darker (because no light is hitting them).

  • mjc1016mjc1016 Posts: 15,001
    edited March 2015

    For the most part 'velvet' is already accounted for with photo-based textures...unless the models posing for the resource just got a total body wax job. With careful lighting the amount of SSS is controlled, but removing the influence of the fine body hairs isn't...removing the hairs is the only way to eliminate it's influence in a photo.

    Post edited by mjc1016 on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969


    Try the "default template" thing: the No 1 is all the surfaces for the head map, the second is the torso, the third are the limbs. With nails included.

    -------------------

    What I meant was, when you go into the Surfaces tab to globally change a value, you select Skin and all the skin textures are selected, everything but the lips, so you have to go in manually later and remember what the value you changed was.

    CHEERS!

    PS (That SSS .pdf looks good, but, I'll get into US2 when I get Photo Studio Kit 2 so I have a jumping off point.)

  • RogerbeeRogerbee Posts: 4,460
    edited March 2015

    While I was never that enamoured of Mec4D's Muchacho set, I did like the Beach Boy add on for it, so I bought them all anyway. I really like how you can have the same head morph and have it look so different with a different texture.

    CHEERS!

    M6_Beach_Boy_2_Caisson.jpg
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    M6_Beach_Boy_Caisson.jpg
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    Post edited by Rogerbee on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    wowie said:
    The problem with velvet, particularly the way its implemented in DS/Shader Mixer, is that it's linked to diffuse so if you use an ambient light, you'll end up with bright areas that looks out of place. Real world velvet are a mix of translucency and specular (vellus hair - very fine hair found on skin).

    That is only possible with UberSurface 2. Theoretically, you can use UberSurface by enabling reflection and tweaking the fresnel, but I found it as problematic as velvet (you get reflection on areas you do not want).

    Until mustakettu's shader is out, UberSurface2 is still the shader to get. Outside of glass (since it doesn't offer caustics), you can get very good results close to physically plausible materials.

    The "sheen" in the DS Default also does a specular-related form of "velvet", as far as I can see. The downside is that DS Default has no real SSS, of course.

  • wowiewowie Posts: 2,029
    edited December 1969


    The "sheen" in the DS Default also does a specular-related form of "velvet", as far as I can see. The downside is that DS Default has no real SSS, of course.

    And there's very little you can control to change the appearance.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Rogerbee said:

    Try the "default template" thing: the No 1 is all the surfaces for the head map, the second is the torso, the third are the limbs. With nails included.

    -------------------

    What I meant was, when you go into the Surfaces tab to globally change a value, you select Skin and all the skin textures are selected, everything but the lips, so you have to go in manually later and remember what the value you changed was.

    CHEERS!

    PS (That SSS .pdf looks good, but, I'll get into US2 when I get Photo Studio Kit 2 so I have a jumping off point.)

    Actually...no, you don't. Just copy the Face and paste it to the Lips...it uses the same map (unless you've applied a makeup option...).

    Right click on Face > Copy Selected Surfaces then right click on Lips > Paste to selected Surfaces.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Mmm, could do.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited March 2015

    Here's something interesting, below is V6 with Danae's Lyon texture. In the viewport she looks great, but, she looks puffy when she renders. What might be causing it? I'm using the AoA subsurface shader. I've only noticed it with Danae's textures.

    CHEERS!

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    V6_Lyon_No_Velvet.jpg
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    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460
    edited March 2015

    Here's something else,

    I loaded a zombie I'd done which used US2 on the clothes, it didn't render well before so I reinstalled US2. However when I tried to render it the following came up:

    "3Delight message #45 (Severity 1): S2072: the shader 'C:/Program Files/DAZ 3D/DAZStudio4/shaders/omnifreaker/displacement/omDispStandard2.sdl' uses a different interface version. Automatic conversion was successful. It should be recompiled for better performance."


    How do I do this as I know I'm going to want to use US2 when I get Photo Studio Kit 2.

    The dirt layers on the clothing didn't render. The render with all the dirt was done in DS4.6.

    CHEERS!

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    M6_Z_Full_02.jpg
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    Post edited by Rogerbee on
  • mjc1016mjc1016 Posts: 15,001
    edited March 2015

    Where did you reinstall US2 from? An archived copy or fresh from your product library? Manual install or DIM?

    It should already be updated...but as far as that message goes, it's about 2 seconds added to the rendertime...about the length of time it takes to run the auto-recompile.

    Severity 0 and Severity 1 messages are basically nothing to worry about...they tend to be of the 'warning' class or performance increase hints.

    Post edited by mjc1016 on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    I reinstalled it this time from the product library. The date on the omdispStandard.sdl was 17/11/2014 and the date on omdispStandard2.sdl was 09/09/2011, I guess Omnifreaker missed it. Anyway, I reapplied the MAT poses, rendered the scene and the shader worked. I did still get the error message though.

    CHEERS!

  • NoName99NoName99 Posts: 322
    edited December 1969

    wowie said:
    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.

    This is exactly how I render all my cyborg & terminator scenes in 3Delight, using UE2 sphere, KHPark, with a chrome material on the model.

    I tried the same technique in Iray and it works well and looks great, but render times are DRASTICALLY longer and I can't justify the difference in render times. I'm still experimenting with metal surfaces in Iray though, specifically for cars.

    With that said, I have to ask, where did you get that GREAT LOOKING Terminator model?!?!

  • wowiewowie Posts: 2,029
    edited March 2015

    dinopt said:

    With that said, I have to ask, where did you get that GREAT LOOKING Terminator model?!?!

    Here - http://www.sharecg.com/v/36204/browse/11/Poser/T888-Terminator
    I fiddled with some of the bones scales, to give it a more 'heroic' shape (longer legs, slimmer lower abdomen/lower torso and wider shoulders). The bones rotation are different from your typical figure, but workable.

    Oh yeah, it will spit out errors about missing items when you load it, but you can safely skip through. It will load just fine.


    I tried the same technique in Iray and it works well and looks great, but render times are DRASTICALLY longer and I can't justify the difference in render times. I'm still experimenting with metal surfaces in Iray though, specifically for cars.

    You know, I was just going to post these. Obviously not with iray. :)
    The tires look too glossy though, but I'm kinda fond of that wet look on tires. Didn't note the render times, since these are IPR renders.

    Ranger.jpg
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    Post edited by wowie on
  • NoName99NoName99 Posts: 322
    edited March 2015

    wowie said:
    dinopt said:

    With that said, I have to ask, where did you get that GREAT LOOKING Terminator model?!?!

    Here - http://www.sharecg.com/v/36204/browse/11/Poser/T888-Terminator
    I fiddled with some of the bones scales, to give it a more 'heroic' shape (longer legs, slimmer lower abdomen/lower torso and wider shoulders). The bones rotation are different from your typical figure, but workable.

    Oh yeah, it will spit out errors about missing items when you load it, but you can safely skip through. It will load just fine.


    I tried the same technique in Iray and it works well and looks great, but render times are DRASTICALLY longer and I can't justify the difference in render times. I'm still experimenting with metal surfaces in Iray though, specifically for cars.

    You know, I was just going to post these. Obviously not with iray. :)
    The tires look too glossy though, but I'm kinda fond of that wet look on tires. Didn't note the render times, since these are IPR renders.

    Thanks so much for that link, I'm a huge terminator fan and can't believe I missed that on sharecg.

    Those cars are looking great, especially the red one in the middle. I love the wet tire glossy look myself.

    Have you tried rendering cars in 3delight with an image map?

    Animating and Rendering Photoreal cars for compositing in live action video has been the one thing I haven been able to do with Daz/3delight because of the reflections, although reading through this thread is giving me hope.

    Cars seem to be trickier than other metal surfaces, for some reason.

    Post edited by NoName99 on
  • wowiewowie Posts: 2,029
    edited December 1969

    dinopt said:

    Have you tried rendering cars in 3delight with an image map?

    Do you mean a reflection/environment map? The reflections are all raytraced in the above images.

  • NoName99NoName99 Posts: 322
    edited December 1969

    wowie said:
    dinopt said:

    Have you tried rendering cars in 3delight with an image map?

    Do you mean a reflection/environment map? The reflections are all raytraced in the above images.

    Sorry, I meant an Environment map, not image map. An environment map inside of an uber sphere, the way you did your terminator image.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Rogerbee said:
    Here's something interesting, below is V6 with Danae's Lyon texture. In the viewport she looks great, but, she looks puffy when she renders. What might be causing it? I'm using the AoA subsurface shader. I've only noticed it with Danae's textures.

    CHEERS!

    Just a bump in case anyone missed it, any idea what is happening?

    V6_Lyon_No_Velvet.jpg
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    V6_Lyon_Screen.JPG
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  • wowiewowie Posts: 2,029
    edited March 2015

    dinopt said:

    Sorry, I meant an Environment map, not image map. An environment map inside of an uber sphere, the way you did your terminator image.


    The cars are using the same setup - full raytraced reflections.

    Well, I haven't tried using the environment map option for awhile. Theoretically should be faster, but of course inaccurate. I just gotten used to the idea of using raytraced reflections since the raytrace hider is quite fast. From my experience, refractions are the biggest render times killer, not reflections.


    Just a bump in case anyone missed it, any idea what is happening?

    It's normal behavior, I think. The viewport is generally quite dark and tends to deviate from the render by a lot. Shadows add depth, specular adds detail. Trust the render and not the viewport.

    Post edited by wowie on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    I see, I put Anna's texture on one of the ones I was having trouble with and there was definitely some difference though it wasn't quite as noticeable. Thing is, when I look back at renders I did with the same textures with different shaders on V5 they all looked as I expected them to. The one common component for me is the AoA shader. I'll have to see what results I get with US2 when I get Photo Studio Kit 2, which might be a little while as yet, I'll have to see how my finances look next week.

    I had a scene I did with a character that used US and she looked as I expected her to when I rendered her.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Hmmmm,

    I stuck the Vanessa texture on the one I posted before, she uses the default DS shader and, to me, she looks exactly as she did in the viewport. Is something awry with the AoA shader, or is there some adjustment we're supposed to make that has been overlooked?

    Intriguing....

    CHEERS!

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  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Any displacement?

    There is a definite difference in her chin/jaw. I overlaid the two pics in GIMP and the line of the jaw does move.

    Typically, that's caused by too much displacement or too light a map...if the min/max values are the same (but opposite signs) then 128 grey is zero and negative is 'down' with positive being 'up'. If they are unequal, then the black point or white point shift and so does the zero point.

    One of the other tell-tale signs of too much displacement are rings/seams...and that may be on coming up from her armpit up to her shoulder.

  • MistaraMistara Posts: 38,675
    edited December 1969

    DS to 3DE pro rendering rib, shade mixer doesn't have the bricks to support it?


    there's no store product to make the settings accessible?


    http://www.3delight.com/en/index.php?page=3DSP_overview

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    mjc1016 said:
    Any displacement?

    There is a definite difference in her chin/jaw. I overlaid the two pics in GIMP and the line of the jaw does move.

    Typically, that's caused by too much displacement or too light a map...if the min/max values are the same (but opposite signs) then 128 grey is zero and negative is 'down' with positive being 'up'. If they are unequal, then the black point or white point shift and so does the zero point.

    One of the other tell-tale signs of too much displacement are rings/seams...and that may be on coming up from her armpit up to her shoulder.

    There are no displacement maps at play here. I rendered a hybrid of Lyon and Vanessa with the DS Default shader and the face is much more like it appeared in the viewport. There seems to be something up with the way the AoA shader is handling the textures, the question is what.

    Have you noticed any discrepancies with any other shaders?

    CHEERS!

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