Show Us Your Iray Renders. Part II

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  • RarethRareth Posts: 1,462
    edited December 1969

    Blantyr said:
    Rareth said:
    Blantyr said:
    Rareth said:
    light with the equivalent of a 40 watt bulb. (450 lumen)

    Shutter speed 60
    F/stop 1.2 (not many point and shoot cameras can get this low and I believe only specific pro lenses can get lower than F 1.8
    Film ISO equivalent of 800

    I assume that's a photometric point source inside a sphere primitive with a glass shader? I tried something similar and found the Iray frosted glass shaders seemed to block a lot of the light from getting out of the sphere. That's why my 3 earlier shots used clear glass on the lamp. You might want to try it with clear glass. If that doesn't make a difference, I'd like to know what shader you are using on the sphere!

    No its a sphere with the emission shader applied, the Lumen setting was dialed down to equal a 40 watt bulb,

    so glad someone posted the watts to Lumen chart earlier that when into my notes on Iray render settings that I have been making.

    I've been making a bunch of notes too. Still, check out the "Luminance Units" selector just under the Luminance slider under Emission. Two of the options are "lm" and "W". If those are what I think they are...

    Luminance Units, if I understood the Nvidia Material Definition Language, correctly have to do with fall off over distance. what I need to take some time to do is hunt down some Emission Profiles, which are supposed define real world lights.

  • L'AdairL'Adair Posts: 9,479
    edited April 2015

    jwood331 said:
    KRISHANKO said:
    well, i downloaded 4.8 and tried some rendering in iray and the result was jaw dropping, with one minor inconvenience.
    the image, in a resolution of "full hd", has heavy noise effect in it. i have not touched any parameter.
    soo... what parameter enables me to reduce the noise effect?

    also, i didnt add any light (just once, and it still showed heavy noise)

    There are three parameters to make the image render longer, though only one of them will take effect at a time. Under render setting, progressive rendering; max samples, max time, and rendering converged ratio all affect how long it renders.

    How long did it take to render? If it was two hours, then you need to increase the max time. If it was less than that, then it was probably the converged ratio that stopped it. I haven't seen an image reach the max number of samples before reaching something else first, but you can safely increase that too, I suppose.

    The three settings jwood331 mentioned are what control the length of the render. If Iray reaches any one of the three, the render stops. The default settings are:

    Max Samples: 5000
    Max Time: 7200 (2 hours in seconds)
    Rendering Converged Ratio: 95%

    If you are rendering in CPU only mode, either because you don't have an Nvidia Cuda core video card or the image won't fit on the video card's memory, 2 hours is not going to be enough time for many complex images. Here are the settings I used to render the image below:

    Max Samples: 15000
    Max Time: 259200 (3 days in seconds)
    Rendering Converged Ratio: 95%

    The image took 3 days to render (CPU only) at 12382 iterations and was at 89-90% of image converged. (It sure would be nice to have that statistic in the Log file. Hint, hint.)

    I used the maximum values for Max Samples and Max Time, but later realized these can be changed in the parameters just like any other settings. And, of course, you can remove the limits altogether. If you want an image to render to 95% regardless of the time or iterations, just change the limits and set these to something ridiculously high.

    EDIT: It turns out you can, apparently, disable the Max Time limit by setting the value to -1. You'll have to modify the min value in the Parameter Settings to do this. (http://www.daz3d.com/forums/viewreply/798240/)

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    Post edited by L'Adair on
  • FSMCDesignsFSMCDesigns Posts: 12,842
    edited December 1969

    Nice image! I am excited to try Iray (i don't use DIM), but at 3 days for that scene, I would be curious how long it would take me in luxrender.

  • JackFosterJackFoster Posts: 143
    edited December 1969

    Yeah, it is beautiful. I'm wondering how much a GPU could help with the render time of that particular image. None of my renders have taken longer than ten minutes, though I haven't tried anything that complicated. I don't use my CPU to render at all, though.

  • KRISHANKOKRISHANKO Posts: 97
    edited December 1969

    that image almost looks like a photgraph!
    however, i dont think im capable of leaving my pc alone fro 3 days since i use it for everyday things, plus, i dont think my clients are willing to wait 3 days per render.

  • L'AdairL'Adair Posts: 9,479
    edited April 2015

    Nice image! I am excited to try Iray (i don't use DIM), but at 3 days for that scene, I would be curious how long it would take me in luxrender.

    I have Reality, but I was never successful in setting it up correctly, so I have no point of reference. However, I've read several posts from people who've used LuxRender and they've all pretty much said the same thing, that the LuxRender engine takes longer than Iray. The few times I tried with LuxRender, it didn't use so much of the CPU that it interfered with other things I wanted to do on my computer. Iray does. When it's rendering, the CPU is used at 100%. I'm guessing LuxRender is slower because it's not using all the power available to it.

    I'm sure it makes a difference, too, what your hardware is capable of. I have an off-the-shelf HP Envy 700-327c with an Intel i7-4770 (quad core) 3.40GHz CPU, 16GB RAM and integrated Intel HD Graphics (set to "Quality" for 3D.)

    jwood331 said:
    Yeah, it is beautiful. I'm wondering how much a GPU could help with the render time of that particular image. None of my renders have taken longer than ten minutes, though I haven't tried anything that complicated. I don't use my CPU to render at all, though.

    While rendering, the System RAM usage was in the upper ranges of my 16GB. I'm not sure if that means it wouldn't have fit on 4G card, though. I'd love to get one, but I'm not sure my computer with it's 300 watt power supply could handle it. (I just bought this computer last summer, but I think I see a new computer in my near future, one that can handle a good video card.)

    I've started using Iray optimized for Speed, too, but that image was rendered optimized for Memory. One of these days, I'll have to let it render it again just to see if the Speed setting makes any difference in the final render time.

    that image almost looks like a photgraph!
    however, i dont think im capable of leaving my pc alone fro 3 days since i use it for everyday things, plus, i dont think my clients are willing to wait 3 days per render.

    I wasn't able to use DS for three days, but I didn't have any real trouble using other programs while the image rendered. There was some lag while the other programs waited for the CPU, but nothing that was overly frustrating. And I did do the render over a weekend. :)

    Thank you all for the kinds words on the image. I wanted to do something that was just for fun, and then I got stubborn and wanted to see it fully rendered. I thought of stopping the render several times, but managed to wait in spite of my impatient nature. I'm glad I did.

    Post edited by L'Adair on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Iray control the quality of the render, for example if you render just silver ball and set the samples to 15000 it will render only 60 samples and stop automatic as that is how much it take to render the material in the scene .
    By increasing the render quality to 2 would double the samples to 120 but the rendering process slow down.
    Scaling the Finite sphere when using HDRI maps will create much clear minder noisy images and produce better lighting .
    Architectural sampler ON also improve the image and render time .
    I noticed that Translucent materials and caustics take the most rendering time and create the most noises in the renders .

    ACross said:
    jwood331 said:
    KRISHANKO said:
    well, i downloaded 4.8 and tried some rendering in iray and the result was jaw dropping, with one minor inconvenience.
    the image, in a resolution of "full hd", has heavy noise effect in it. i have not touched any parameter.
    soo... what parameter enables me to reduce the noise effect?

    also, i didnt add any light (just once, and it still showed heavy noise)

    There are three parameters to make the image render longer, though only one of them will take effect at a time. Under render setting, progressive rendering; max samples, max time, and rendering converged ratio all affect how long it renders.

    How long did it take to render? If it was two hours, then you need to increase the max time. If it was less than that, then it was probably the converged ratio that stopped it. I haven't seen an image reach the max number of samples before reaching something else first, but you can safely increase that too, I suppose.

    The three settings jwood331 mentioned are what control the length of the render. If Iray reaches any one of the three, the render stops. The default settings are:

    Max Samples: 5000
    Max Time: 7200 (2 hours in seconds)
    Rendering Converged Ratio: 95%

    If you are rendering in CPU only mode, either because you don't have an Nvidia Cuda core video card or the image won't fit on the video card's memory, 2 hours is not going to be enough time for many complex images. Here are the settings I used to render the image below:

    Max Samples: 15000
    Max Time: 259200 (3 days in seconds)
    Rendering Converged Ratio: 95%

    The image took 3 days to render (CPU only) at 12382 iterations and was at 89-90% of image converged. (It sure would be nice to have that statistic in the Log file. Hint, hint.)

    I used the maximum values for Max Samples and Max Time, but later realized these can be changed in the parameters just like any other settings. And, of course, you can remove the limits altogether. If you want an image to render to 95% regardless of the time or iterations, just change the limits and set these to something ridiculously high.

  • L'AdairL'Adair Posts: 9,479
    edited April 2015

    MarcCCTx said:
    Why am I having problems with this particular render?

    This is the 3delight version, it hangs up in Iray. I let it go for over 5 hours but it won't go past 91%.

    I have tried various thing that don't work: removed everything not in the picture, changed every material to Iray material, this is Sandy Bay with two figures and a few props. Unfortunately there is nothing in the temp folder to recover, otherwise I'd use what I had got so far.

    I have rendered another angle (second picture) so I don't understand this.

    Try changing the Optimization setting to Speed. It's set to memory by default. Go to Render Settings, Optimization, Instancing Optimization.

    I've only tried on a couple of images that were hanging during the Iray render, but both are able to render fully with Instancing Optimization set to Speed. It might not help, but it's worth a shot.

    Post edited by L'Adair on
  • MusicplayerMusicplayer Posts: 515
    edited December 1969

    Playing around with M6's skin...

    Hi Male-M3dia,

    Very nice render of M6. In my opinion, I think this one, and your previous render of 'Billy close up' have got the skin surfaces for each particular texture just right. They both look so photorealistic.

    :-)

  • L'AdairL'Adair Posts: 9,479
    edited April 2015

    Mec4D said:

    Iray control the quality of the render, for example if you render just silver ball and set the samples to 15000 it will render only 60 samples and stop automatic as that is how much it take to render the material in the scene .
    By increasing the render quality to 2 would double the samples to 120 but the rendering process slow down.


    Right. It's not a complicated render, so it reaches the Rendering Converged Ratio quickly. Even if you set it to 100% it would finish before either the Max Samples or Max Time were reached. (I tested it with a 2 meter sphere, 24 segments, 48 sides, Iray Iron Shader, Dome and Scene environment both Draw Dome and Draw ground Off. Perspective view with headlamp. 31 iterations and 1 minutes 4.5 seconds to reach 95%. Set it to 100% and it took 1019 iterations and 28 minutes 18 seconds. It was 99% converged around 200 iterations.)

    Mec4D said:

    Architectural sampler ON also improve the image and render time .

    Interesting. DAZ_Spooky told us the Architectural Sampler was for interior scenes, and he also said it would increase the render time. Did you use it for interior and/or exterior scenes? I'm going to have to give it a try now. lol


    I noticed that Translucent materials and caustics take the most rendering time and create the most noises in the renders .

    I knew that about caustics, even before I created the chess set image. I haven't done much of anything with Translucency yet, other than a small amount for hair. But it makes a lot of sense that would add to the image's render time.

    Thanks for the info. I'm adding it to my list of Iray tips. :)

    Post edited by L'Adair on
  • KRISHANKOKRISHANKO Posts: 97
    edited December 1969

    well, just to make it simple, i dont want to have noise in my render, however, i cant also have the image take 3 days to render. my pc can handle it, but my (paying) clients cant. whats the optimal settings (ie, move X parameter to number Y) to render with the best quality in a rational time?

  • MarcCCTxMarcCCTx Posts: 942
    edited December 1969

    ACross said:
    Try changing the Optimization setting to Speed. It's set to memory by default. Go to Render Settings, Optimization, Instancing Optimization.

    I've only tried on a couple of images that were hanging during the Iray render, but both are able to render fully with Instancing Optimization set to Speed. It might not help, but it's worth a shot.

    Yes that worked, thank you

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  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    KRISHANKO said:
    well, just to make it simple, i dont want to have noise in my render, however, i cant also have the image take 3 days to render. my pc can handle it, but my (paying) clients cant. whats the optimal settings (ie, move X parameter to number Y) to render with the best quality in a rational time?

    As said elsewhere, Iray like light, lots of light. Dark scenes use less light and will take longer to render. I've had some scenes that were quite usable at 50% convergence or less when they were brightly lit.

    Caustics add considerably to the length of a render. That was one of the reasons the chess set scene took so long. And there was only one light in the room. The rest of the light came in through the windows above the chess set. I used plane primitives to cover the open side and ceiling. Had I used several lights in the room, I'm sure the scene would have rendered faster.

    Apparently Translucency also adds to the render time, from what Mec4D said earlier in the thread. If you don't need it, then you should stay away from Translucency.

    Less complex scenes will take less time, as well. Every time you add a figure, prop or set to your scene, you are increasing the work the render engine has to do. More work, means more time rendering.

    If you have an Nvidia, Cuda core video card and can keep the size of the image low enough to fit on the memory of that card, your renders will go quite a bit faster.

    I don't believe there is a "one-size-fits-all" group of render settings to get the optimal compromise between speed and quality. Sorry.

  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    MarcCCTx said:
    ACross said:
    Try changing the Optimization setting to Speed. It's set to memory by default. Go to Render Settings, Optimization, Instancing Optimization.

    I've only tried on a couple of images that were hanging during the Iray render, but both are able to render fully with Instancing Optimization set to Speed. It might not help, but it's worth a shot.

    Yes that worked, thank you

    Great! I'm glad it worked. :)

  • kyoto kidkyoto kid Posts: 41,837
    edited December 1969

    ACross said:
    KRISHANKO said:
    well, just to make it simple, i dont want to have noise in my render, however, i cant also have the image take 3 days to render. my pc can handle it, but my (paying) clients cant. whats the optimal settings (ie, move X parameter to number Y) to render with the best quality in a rational time?

    As said elsewhere, Iray like light, lots of light. Dark scenes use less light and will take longer to render. I've had some scenes that were quite usable at 50% convergence or less when they were brightly lit.

    Caustics add considerably to the length of a render. That was one of the reasons the chess set scene took so long. And there was only one light in the room. The rest of the light came in through the windows above the chess set. I used plane primitives to cover the open side and ceiling. Had I used several lights in the room, I'm sure the scene would have rendered faster.

    Apparently Translucency also adds to the render time, from what Mec4D said earlier in the thread. If you don't need it, then you should stay away from Translucency.

    Less complex scenes will take less time, as well. Every time you add a figure, prop or set to your scene, you are increasing the work the render engine has to do. More work, means more time rendering.

    If you have an Nvidia, Cuda core video card and can keep the size of the image low enough to fit on the memory of that card, your renders will go quite a bit faster.

    I don't believe there is a "one-size-fits-all" group of render settings to get the optimal compromise between speed and quality. Sorry.
    ,,,when you mentioned using several lights to make the scene render faster, would that be Photometrc lights or will multiple objects with the emissive shader do?

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Architectural sampler should reduce the calculations and for that the rendering time.
    Nvidia Iray website stated it improving both image and rendering time.
    I rendered my last image using Architectural sampler and it finished one hour early than without.
    I used translucency and SS plus glass mats.
    I still testing out all the settings based on the info from Nvidia website and with better results


    ACross said:

    Mec4D said:

    Architectural sampler ON also improve the image and render time .


    Interesting. DAZ_Spooky told us the Architectural Sampler was for interior scenes, and he also said it would increase the render time. Did you use it for interior and/or exterior scenes? I'm going to have to give it a try now. lol


    I noticed that Translucent materials and caustics take the most rendering time and create the most noises in the renders .

    I knew that about caustics, even before I created the chess set image. I haven't done much of anything with Translucency yet, other than a small amount for hair. But it makes a lot of sense that would add to the image's render time.

    Thanks for the info. I'm adding it to my list of Iray tips. :)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    It is the only and right way as I do scale my HDRI maps this way , works fantastic

    rov said:
    Mec4D said:
    Under the setting of Iray Environment choice Finite Sphere and then bellow you find slider for Dome Scale Multiplier , you can scale the Finite sphere to match your HDRI maps and objects in the scene
    Iray have 2 spheres domes one is Infinite and other Finite


    rov said:
    Sorry to bother again,
    but still haven't gotten the solution to handling the dome. It was suggested to set the dome to finite sphere, but still the YXZ handles to nothing more than rotate or tilt. What I like to know if there is way to zoom in and out.
    Maybe I'doing something wrong.

    I'll give that one another go. I tried yesterday, but maybe it was impatience. :-)
  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    Kyoto Kid said:
    ACross said:
    KRISHANKO said:
    well, just to make it simple, i dont want to have noise in my render, however, i cant also have the image take 3 days to render. my pc can handle it, but my (paying) clients cant. whats the optimal settings (ie, move X parameter to number Y) to render with the best quality in a rational time?

    As said elsewhere, Iray like light, lots of light. Dark scenes use less light and will take longer to render. I've had some scenes that were quite usable at 50% convergence or less when they were brightly lit.

    Caustics add considerably to the length of a render. That was one of the reasons the chess set scene took so long. And there was only one light in the room. The rest of the light came in through the windows above the chess set. I used plane primitives to cover the open side and ceiling. Had I used several lights in the room, I'm sure the scene would have rendered faster.

    Apparently Translucency also adds to the render time, from what Mec4D said earlier in the thread. If you don't need it, then you should stay away from Translucency.

    Less complex scenes will take less time, as well. Every time you add a figure, prop or set to your scene, you are increasing the work the render engine has to do. More work, means more time rendering.

    If you have an Nvidia, Cuda core video card and can keep the size of the image low enough to fit on the memory of that card, your renders will go quite a bit faster.

    I don't believe there is a "one-size-fits-all" group of render settings to get the optimal compromise between speed and quality. Sorry.


    ,,,when you mentioned using several lights to make the scene render faster, would that be Photometrc lights or will multiple objects with the emissive shader do?

    I've not done a lot using objects with the emissive shader, so I really don't know the answer to that. I do know adding two photometric lights behind a figure, with just a small amount hitting her shoulders, made an appreciable difference in the render time. I'll have to test it. It would be nice know.

  • kyoto kidkyoto kid Posts: 41,837
    edited December 1969

    ...that would be great. Currently experimenting with indoor scenes but using only one photometric spot and several emissive lights.

  • KRISHANKOKRISHANKO Posts: 97
    edited December 1969

    well at least you gave me a few ideas. ill do what the other user said, and tweak the render time plus samples/etc. see what i can do in 3hour-rendering. ill go watch alexander or troy while its working. unfortunately i cannot post the result since this is an 18+ image paid for by a person.

  • kyoto kidkyoto kid Posts: 41,837
    edited December 1969

    ...first indoor scene.

    Used one photometric spot (shadow softness seems to do nothing for some reason), a plane primitive as with the emissive shader as a soft box (75W), also applied the emissive shader to the stained glass dome above the middle landing (35,000 lumens) and the glass of the background ceiling lights. Not sure why the ceiling lights are not illuminating the area in the background as I have them set at 25,000 lumens

    Nice to see the old textures of the Grand Staircase set stand up pretty well.

    Still need top work on the hair.

    ISO 400
    Aperture f11
    Exposure: 1/125th

    Render time 3h 19m 99% convergence

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  • L'AdairL'Adair Posts: 9,479
    edited December 1969

    Kyoto Kid said:
    ...first indoor scene.

    Used one photometric spot (shadow softness seems to do nothing for some reason), a plane primitive as with the emissive shader as a soft box (75W), also applied the emissive shader to the stained glass dome above the middle landing (35,000 lumens) and the glass of the background ceiling lights. Not sure why the ceiling lights are not illuminating the area in the background as I have them set at 25,000 lumens

    Nice to see the old textures of the Grand Staircase set stand up pretty well.

    Still need top work on the hair.

    ISO 400
    Aperture f11
    Exposure: 1/125th

    Render time 3h 19m 99% convergence

    It's my understanding, because the photometric lights work for both 3Delight and Iray, there are settings for both render engines. The settings for 3Delight are ignored by Iray, and vice-versa. Shadow settings—Shadow Type, Shadow Color, Shadow Intensity, Shadow Softness and Shadow Bias—are for 3Delight. Shadows in Iray are what you'd get in real world situations. In theory, anyway.

    Have you tried setting up several planes off camera and pointing your photometric lights at the planes, letting the light bounce back into the scene? I've got a photography lamp in my office, pointed at the ceiling in the corner behind my desk. While it's very bright above the lamp, the shadows on the other walls are very soft. (I've got to try this now! lol)

  • BlantyrBlantyr Posts: 90
    edited December 1969

    After doing indoor scenes only with the dome turned off, I decided it was time to move outside. Loaded an HDRI map. Added some girls on jet bikes. Found myself wishing for brightness and contrast controls for the sky dome. I suspect I'll be searching for a map with better dynamic range and figuring out how to use the sun. Clearly, more to be done. I also hope Monique doesn't clip that tree with her wing.

    I also seem to have hung up. In previous Iray renders, after a brief time where only one or two threads at a time are in use, Iray seems to grab every processor and thread it can get its hand on until the render is complete. This time the render got to 97% and reverted to using only 1 or 2 threads of 8 available. I'm letting it run, but the pessimist in me suggested I do a screen grab and go with the 97%. (I haven't got an appropriate graphics card, so I'm doing CPU based rendering. I'm on a retina iMac with a 4GHz i7. I seem to be doing pretty well speed wise.)

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  • evilded777evilded777 Posts: 2,482
    edited December 1969

    Lighting a large space, Jack Tomalin's Hamam with Killian by Morris.

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  • rovrov Posts: 46
    edited December 1969

    Mec4D said:

    It is the only and right way as I do scale my HDRI maps this way , works fantastic

    rov said:
    Mec4D said:
    Under the setting of Iray Environment choice Finite Sphere and then bellow you find slider for Dome Scale Multiplier , you can scale the Finite sphere to match your HDRI maps and objects in the scene
    Iray have 2 spheres domes one is Infinite and other Finite


    rov said:
    Sorry to bother again,
    but still haven't gotten the solution to handling the dome. It was suggested to set the dome to finite sphere, but still the YXZ handles to nothing more than rotate or tilt. What I like to know if there is way to zoom in and out.
    Maybe I'doing something wrong.

    I'll give that one another go. I tried yesterday, but maybe it was impatience. :-)
    Finally got a change to sit down, relax and try it. I think I went a little overboard with the settings on the first tries. So I got it working ... :-)
    I'm still puzzled about what the other settings are used for. Like the dom x,y,z or the dome origing x,y,z


    Thanks a lot

  • sparviersparvier Posts: 20
    edited December 1969

    Just playig with the new iRay Engine. V6 with Optimized Textures for iRay, only Scene Light and iray Uber Shaders.
    Adjusted White Balance in Lightroom. Only CPU rendering (old NVidia graphic card).

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  • RarethRareth Posts: 1,462
    edited December 1969

    skin with Iray is HARD, I at least had a semi-ok handle on SSS with 3delight, now.. its all out the window.

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  • Oso3DOso3D Posts: 15,084
    edited December 1969

    It's a combination of skin and lighting that takes some learning, really.

    Kyoto: if you want softer Iray lights you can change the photometric light geometry (it's one of the options), give it a size like, oh 100 height/width, and have it 'point at' your subject. The larger the geometry, softer the shadow.

    However, the light object will show, so you want it off camera and it will show on reflective surfaces.

  • Male-M3diaMale-M3dia Posts: 3,584
    edited December 1969

    It's a combination of skin and lighting that takes some learning, really.

    Kyoto: if you want softer Iray lights you can change the photometric light geometry (it's one of the options), give it a size like, oh 100 height/width, and have it 'point at' your subject. The larger the geometry, softer the shadow.

    However, the light object will show, so you want it off camera and it will show on reflective surfaces.

    I think the softest lights will be emission surfaces. You can create a primitive and add the iray emission shader to it and set it outside the camera view (setting the opacity down may work too). Also change the luminance units to cd/cm^2.

  • 8eos88eos8 Posts: 170
    edited April 2015

    Kyoto Kid said:
    Used one photometric spot (shadow softness seems to do nothing for some reason)

    With those lights there's a Light Geometry parameter, you can set it to something other than Point to get softer shadows, and if that's not enough you can also increase the Height and Width sliders just underneath it.

    (Edit: Oops, didn't see the two replies just above me!)

    After doing indoor scenes only with the dome turned off, I decided it was time to move outside. Loaded an HDRI map. Added some girls on jet bikes. Found myself wishing for brightness and contrast controls for the sky dome. I suspect I'll be searching for a map with better dynamic range and figuring out how to use the sun. Clearly, more to be done. I also hope Monique doesn't clip that tree with her wing.

    I've noticed with HDRIs that come with jpg backplates that the jpg will look really washed out compared to the hdr/exr. Seems like a gamma correction problem....they usually match better if I set the Environment Map weight for the jpg to 1 and Gamma under Tone Mapping also to 1 (for hdr/exr I keep the defaults of 2 and 2.2). Since gamma also affects anything in the scene, I have to hide everything and render out the jpg alone as a new backdrop for the final render with everything unhidden and gamma back at 2.2.

    Post edited by 8eos8 on
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