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Okay I am stupid. I don't understand what you mean. Again, could you please draw arrows on your images?
If you are primarily interested in nights and caves, then sure =) If it's daylight and you're on a planet with an atmosphere in a room that opens to the skies via windows (or lack of walls), then you need an environment.
I'm not on the computer, but yes the shader shadow colour should be inverted because it's a coloured shadow thing for artists. If you put green on there, you will get green shadow = transmission Oi is purple-pink, 1-green.
The primitive hitmode shadow is controlled via basic shadow opacity slider. They are not related.
You only need shader hitmode when you don't use photon-mapped caustics. It works for fake caustics.
It's not too intuitive, but the docs will explain it.
There is a more noticeable bad default in there, white photon opacity. I'll put a clamp in there and change the default. For now, just use a meaningful shade of gray (or colour!) for photon mapped caustics.
I thought of linking photon opacity with absorption colour, but decided against it for reasons of more artistic control.
Unfortunately I don't have the V4 UV for G2F. Probably don't have this particular texture, either.
This looks a 'too much diffuse light energy' kinda glow. As if there is a lighter-than-skin colour in the nostrils. May be a UV issue or a particular texture problem.
What do you get with V4 default textures? I think the V4 hero pack is currently free, it has the real V4 and her Pro bundle with hi-res textures. I've had it for quite a while, we could compare results on my V4 and your G2F.
I still haven't figured out how to use their DB.
Is there anywhere an answer to Wowie's question? Half the PDF's never load for me.
Rogerbee, wherever you see 'diffuse roughness' in my shaders. But of course, it's all a starting point for artistic choices.
I still haven't figured out how to use their DB.
Is there anywhere an answer to Wowie's question? Half the PDF's never load for me.
Rogerbee, wherever you see 'diffuse roughness' in my shaders. But of course, it's all a starting point for artistic choices.
I'll answer with a "I'm not sure", because I haven't waded through all the ones I can get to load...yet. But the few tests I've done with those values seem to work well with whatever the 'standard' Oren-Nayar is.
A good example would be the one for skin. I'd imagine that a baby would have a somewhat lower roughness value than a 60 year old farmer...
Not really but there are cases where you don't need any, especially in dark scenes
I'm not on the computer, but yes the shader shadow colour should be inverted because it's a coloured shadow thing for artists. If you put green on there, you will get green shadow = transmission Oi is purple-pink, 1-green.
The primitive hitmode shadow is controlled via basic shadow opacity slider. They are not related.
You only need shader hitmode when you don't use photon-mapped caustics. It works for fake caustics.
It's not too intuitive, but the docs will explain it.
There is a more noticeable bad default in there, white photon opacity. I'll put a clamp in there and change the default. For now, just use a meaningful shade of gray (or colour!) for photon mapped caustics.
I thought of linking photon opacity with absorption colour, but decided against it for reasons of more artistic control.
Forget this one. It's my head not working after too much boring test renders
I didn't mention the shader actually. It's probably the render script and how it makes 3Delight behave. Set normally, 3Delight sits while it pre-calculates what it's doing with the HD. Kettu's script seems to speed this up, which makes HD a much better proposition.
CHEERS!
It isn't the textures as there was the same issue with V6 and it's not the lighting as I used the same lighting with every figure. There's something in the way you have set up the shader for V6 or G2F. You don't get the effect with G2M/M6. I'll have a look at the textures with the lights I used for Nevio and Boris and see what I get there.
CHEERS!
I still haven't figured out how to use their DB.
Is there anywhere an answer to Wowie's question? Half the PDF's never load for me.
Rogerbee, wherever you see 'diffuse roughness' in my shaders. But of course, it's all a starting point for artistic choices.
Ah, gotcha, I'll give one a whirl sometime.
CHEERS!
Sorry, no. It's not the render script.
I've been rendering HD details with IPR and they all finish about the same as non HD version.
Scientific method suggests you apply a G2M preset to G2F and see what happens.
And the G2F preset to G2M. :)
The circles you marked are the edge cheat. Does the one in the box have edge off? Edge is actually a very high roughness ancient 3Delight specular model (moreover, it's the L-vector accepting version which is stuck in an illuminance loop... either I have overlooked a check there, or it's buggy internally). It's driven by fresnel, but it can light up the surface overall (very slightly in 'normal' light).
Diffuse ray hits are dealt with explicitly after a rayinfo() check, no specular components are supposed to be picked up.
And the G2F preset to G2M. :)
Exactly! :)
As for HD: IPR and my scripts all call the raytracer. What's the REYES performance like with them?
Scientific method suggests you apply a G2M preset to G2F and see what happens.
You'd get a mess as they are not the same UV's, this is G2 and not Genesis.
CHEERS!
I was merely going by how HD renderered with everything at defaults as I did it before I knew of the 3Delight thread. Maybe it's improved some generally. Whatever, it has prompted me to get the HD add on for Darius on Wednesday.
CHEERS!
I was merely going by how HD renderered with everything at defaults as I did it before I knew of the 3Delight thread. Maybe it's improved some generally. Whatever, it has prompted me to get the HD add on for Darius on Wednesday.
CHEERS!
You may have this impression because you don't have to wait for 3delight to prepare the mesh for subsurface which was the case with the old SSS implementation. Now with RTSS there is no wait time before the shooting of rays
You may have this impression because you don't have to wait for 3delight to prepare the mesh for subsurface which was the case with the old SSS implementation. Now with RTSS there is no wait time before the shooting of rays
And depending on the SSS, mesh and other settings...that could be a considerable amount of time.
I'm just glad it all works!
CHEERS!
A bit more HD now. Nevio with a lot of dial tweaking. Even with SubD set to 2 it doesn't increase the render time. I also set the ON diffuse roughness to the value MJC suggested.
CHEERS!
LOL! I didn't turn up the SubD when I did those Borius renders. In his video for Boris, Smay turns up the SubD to 3, so I did too and still with no increase in the render time. Ordinarily it's the SubD that makes 3Delight stumble when it begins the render, but not with RTK. This is a big plus and one worth mentioning in the release notes.
CHEERS!
Daz have done a very cool thing, when you adjust the viewport SubD, they've linked that slider to the render SubD so you adjust both at once. It would seem that 3 is the best for HD and supposedly the most my 16gb of RAM can handle.
Here's Nevio again at SubD 3
CHEERS!
Don't know about others, but from those test results, Takeo is correct. It's just an impression since users didn't see a pause (no precompute pass). But in the end, it still ended up being slower. Of course, this is with a single figure. Based on experience, a single G2F/G2M precompute pass can take up to 20 sec (on my machine) per figure. So I would say, pass more than 3 figures, the raytraced SSS will be faster overall.
But on single figures and close up shots, it will be slower.
Try it without progressive rendering. I have it turned off so I can adjust the pixel filtering.
CHEERS!
I hope you aren't rendering my shader in a default REYES mode, because outside of the raytracer this must take forever!
IIRC, 3Delight always renders the limit surface for SubD (today, not the old "DS3" type of SubD). So when you go HD, there is a jump, but other than that SubD levels don´t matter anymore. The less-than-one-second difference is within the margin of error, I'd say.
Limit surface is explained here: http://en.wikipedia.org/wiki/Subdivision_surface
I hope you aren't rendering my shader in a default REYES mode, because outside of the raytracer this must take forever!
I'm using your Raytracer Extra HQ script, always have since I got RTK. The renderer option for Progressive is at 0 which I assume is the equivalent to turning it off in ordinary 3Delight.
Wowie was doing all his tests with progressive on which wouldn't be comparable to RTK with the script I'm using.
Here's another fave texture of mine, the M5 Dave with M6HD turned on, the SubD at 3 and the diffuse roughness at MJC's setting. The spec maps you did are fine for him as the G2M UV is, I believe, the same as M5.
CHEERS!
PS (Don't pay too much attention to the background. I had to turn 'cast shadows' off on the building as it was casting a shadow on the cyclorama behind it making it look like a backdrop.)
Also the precompute pass can take a very long time...with certain combinations of of lights along with the other SSS shaders. AoA's is much worse than US/US2, especially with GI lighting.
Sorry. No even an option. Scripted 3delight doesn't work with IPR. Pixel filtering is just a hack anyway. If you want the highest quality, render at very high res. Twice the pixel density should be the goal, so if you want 1920x1080, render at 3840x2160.