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DAZ|Studio F.A.Q (Last Updated: 2024 Nov 24 6:27 pm)
It's still the problem that held me back last time, Bob. You can only fit a scene that will fit onto the card's memory; that's not a Lux problem, that just GPU rendering in general. Hybrid rendering would be nice, but I still have yet to see it work where Lux can utilize both the card and system memory. When that gets perfected, I'll drop 4 grand for a 64-core rack mount!
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LOL im pretty happy with my 32G system and it was around 1600 with a firepro 2G ddr5 card. I have yet to have success with GPU rendering as well. I am still getting faster times with CPU vs the notebok. As I mentionned its such an added bonus to have the 2 machines to build scenes start them and really let them run & refine at home while away. Mind you one does not have to build a 32G monster to accomnplish that. I was just lucky enough to have a busy spell with commish projects which have slowed down again. It comes & goes...
Content Advisory! This message contains nudity
Attached Link: http://bobvan.deviantart.com/art/Island-124-373740184
Would these work with Reality? http://www.daz3d.com/inaneglory-s-photo-studio-luxI like the way this came out its the inside of a giant stomach :)
Score another one for the Maestro! In my early days of Reality, I remember brigning up how it was difficult to bring up scenes with a lot of characters, anymore then 6 I had to hide every unseen part & even then my notebook would spit & sputter but would render the scene. Paolo had mentioned that 8G or ram was not alot to run Lux. With the workstation I can run a 9 character scene nothing hidden does not even have a hickup! The only thing I cannot do as opposed to rendering a less heavy scene is work in Studio at the same time. Simply brillant! Very happy to be able to make large a mount of characters (mix of 4th gen & genesis) again!
Quote - I know it's out of place here in the daz studio forums.. but it IS a reality render and this is the original reality render thread. Thought I'd show you guys a bit of what R34P can do. Finally got the hang of wardrobe wizard so I can get clothes to fit better.
Nice one, better than my poser/reality efforts, LOL.
If that is you getting clothes to fit better, you might have been missing something with DS as I always have far superior results in DS over poser. I have used WW since poser 7 and find it clunky and not as effective
Regards, Michael
Quote - Mike.. I've always been able to get clothes to fit perfectly in studio. What I'd like is daz's autofit with poser's morph tool.
You should look at Poser 10 Fitting Room, it's unbeliveably effective. The new morph tool is something spectacular as well.
Paolo
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I'd also need a faster computer. Still waiting for a new Mac Pro. Will the conference in June bring such an announcement? Nothing on the rumor sites. Only Tim Cook's "promise" of something "later this year," which could mean sometime in 2014. Should I believe him -- the guy who defended Apple's Tax Strategies before Congress?
Maybe they'll pull the coffin nails back out when R3 for Studio comes to light (cuz this place is Dead!)
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I suspect that a lot of people get intimidated by a thread that has 266 pages :)
Maybe it's simply time to start a new one.
Paolo
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You can third it too ;)
Paolo
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Quote - I suspect that a lot of people get intimidated by a thread that has 266 pages :)
Bwaah, in the gaming world, that'd be an achievement! Something akin to 'survived reality 2.0 on Hard mode'
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Got a question for the experts, one which has left me a little stumped. As some of you may be aware, I posted some preset IBL's for Luxus on ShareCG. What I'm after is some way of creating similar presets which function under Reality 2.5.
The idea is simple. A 'null' holds an environmental map as an 'infinite' light source. A visible sphere is placed in the scene, similar to UberEnvironment, and is rotated and textured to match the environment map. The sphere is given a 'null' material so it can be used for reference freely without being visible in the scene itself.
Additionally, a sun without a sky is added and positioned to match the position of the real world sun on the image based light.
The result is an IBL which serves two purposes. Firstly, it acts much like a regular IBL would, in that it will tint the light colours emitting from it, and secondly it can act as a 'skydome' since the light being emitted will be visible. The file can still be exported with alpha to remove this 'sky' but it can also be exported without it to retain it, as an option.
Now that the lengthy explanation is out of the way my question is simple. How can I reproduce a similar preset designed for Reality 2.5? Reality supports IBL's, but there doesn't appear to be any way to visibly rotate them nor make them visible in the render.
Any advice would be appreciated.
Crystan, Reality 2 includes three IBL setups with preview sphere that can be rotated. I pioneered that approach two years ago, when Reality 2.0 was shipped. You can simply analyze the system and extend it to include additional IBL maps of your choice.
Cheers.
Paolo
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This set up has many light sources. Two meshes indoors, and a sun outside. For the most part I adjusted the light to be the film is ISO 200, 1/60, 5.6 fstops. I generally start with the film settings, then adjust the light to suit. (That gets rid of most issues I have with sparkles.)
This scene is rendering just fine, but I get excessive sparkles in the mirror. I don't understand why its happening, let alone how to clean it up.
Do I need to somehow light it from the other side? Can anyone help?
Quote - Crystan, Reality 2 includes three IBL setups with preview sphere that can be rotated. I pioneered that approach two years ago, when Reality 2.0 was shipped. You can simply analyze the system and extend it to include additional IBL maps of your choice.
Cheers.
It did not escape my notice that there was a set which did this already, I was merely curious as to how I could put together a similar set which would load just as easily and contain all the necessary information. I know that Reality adds hidden 'Reality MetaData' objects presumably to house the Luxrender specific information the scene needs, but I'm unsure how to access or alter that data in a manner which would allow me to distribute them.
I'll take a peek at the actual files and see if something clicks for now.
Okay, so I can edit the scripts and create a new DSA file which will add in an IBL. That's not a problem. However, the issue comes when adding a sun light to the scene. The sun effectively overpowers the IBL, killing everything from reflections to the background. The Reality 'Sun' comes with its own sky model, and the only way to achieve the results I'm aiming for would be to set the gain of the sky to zero and beef up the IBL's in response.
Doing this programatically, however, seems to be a touch more difficult than that.
In my presets, the environment map effectively replaces the default sky you'd normally add with a sun. The result is very nice reflections with more accurate shadows. I'm sure there's a way to mimic this with Reality, so further advice would be helpful.
Yes, adding a sun with IBL does not make sense with Lux. This is not about Reality.
If you have an HDR IBL map you don't need the sun, the illumination will come from the map.
If you don't have an HDR map then you can use a mesh light mapped small and positioned where it makes sense.
Hope this helps
Paolo
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Quote - UHF, I think the white specs will go if you leave it going a little while longer, normally when I get result like that I leave it running over night. I must ask, is there a light like that in real life ?
That particular render had been run overnight.
I did read up a bit on mirrors, and I tried going with a grey (84,84,84). That cleaned up quite a bit, but by no means all of it. I also greyed the light on most of the other surfaces, 220,220,220. I reduced specularity to 0 on all surfaces that seemed to sparkle. That seemed to help a bit. Lastly I made sure there were no (unnaturally perfect) right angles.
This cleaned things up a bit, but I'm far from perfect. I'm thinking that I still have far too much spread between light to dark. Part of the issue there is that the sides that are not lit, are also hard to light. So I'll play with that later this evening...
As for your Question... I recall lots of that stuff in the 70's.
In this case, the bulb is indeed inside the lamp, and its exterior material is translucent matt. Here's the set I started with;
http://www.renderosity.com/mod/bcs/pmc-poor-mans-corner-/94854/
Hiya UHF! Your mirror looks like it has general noise around the left and bottom (most perceptible anyway). Quick questions: is the surface one that was converted from the original mesh, and if so, is the mattress intersecting it?
For the first part, check the surface of your mirror in studio in wireframe mode and see what kind of construction the part of the mirror looks like. It could be that the mesh has warps and minute imperfections. In that event, placing a primitive rectange over it scaled to size inside the frame will give you a clean, smooth surface to convert your mirror. Also, if the mattress mesh is intersecting your original model, that can do funny things in Lux anyway.
I haven't used the actual mirror surface in Lux in awhile, but for expermienting purposes, you could try setting it to metal and using the chrome preset maxed out to 10000 on the polish setting. If your mesh is warped, you'll definitely see it with that! (funhouse mirror style)
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The problem with pure IBL is that the shadows are awful and unrealistic. Lux does a terrible job of figuring out where the primary light source is even with a really bright sunspot on the HDR. This is because it treats the entire IBL as one huge light from everywhere. By adding a sun you get those shadows back. Here's an example render I did using this technique with Luxus. I'd love to be able to reproduce this with presets in Reality. This same render with pure IBL has no visible shadows at all, despite the glaring sunspot.
Edit: Attachment was too big apparently. (curse that tiny 200k limit)
Crystan, we had this pop up way waaaaaaaaaay back in the early pages of the thread (somewhere in the 30's or thereabouts). I think what Paolo is trying to say is similar to that solution, which uses both the IBL map and a teeny tiny mesh light pointed down at your model, scaled way down (really, make it almost invisible in scale) and the 'power' pumped way up to simulate the sun on the Reality light tab. You can parent it to a camera to get it where you want it then unparent before you call Reality.
Voila, nice IBL mapping, and dark shadows like the sun.
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Quote - he problem with pure IBL is that the shadows are awful and unrealistic. Lux does a terrible job of figuring out where the primary light source is even with a really bright sunspot on the HDR.
I think that Lux actually does a really good job at lighting the scene with the IBl map, but it is true the shadows can be too soft. It's very easy to add a mesh light that is small and therefore creates a sharp shadow.
This technique was used by a couple of "Skies of Reality" products that were out two years ago.
There is no problem in replicating the technique with Reality's lights today.
Hope this helps
Paolo
https://www.preta3d.com
FB: https://www.facebook.com/RealityPlugIn
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The
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Quote - I think that Lux actually does a really good job at lighting the scene with the IBl map, but it is true the shadows can be too soft. It's very easy to add a mesh light that is small and therefore creates a sharp shadow.
I think this technique is incredibly effective. The IBL gives a very realistic daylight feel overall and the meshlight adds the highlights and shadows in a very controllable way. It's a bit like cinematic lighting in outdoor scenes where powerful artificial lights are used even in full daylight.
The problem I find with Sun (and I think the same is true for the similar Distant and Spotlights, which is why we are discouraged from using them in Lux) is that it can create unnaturally sharp and pointy shadow edges and I've stopped using it for this reason.
Quote - > Quote - I think that Lux actually does a really good job at lighting the scene with the IBl map, but it is true the shadows can be too soft. It's very easy to add a mesh light that is small and therefore creates a sharp shadow.
I think this technique is incredibly effective. The IBL gives a very realistic daylight feel overall and the meshlight adds the highlights and shadows in a very controllable way. It's a bit like cinematic lighting in outdoor scenes where powerful artificial lights are used even in full daylight.
The problem I find with Sun (and I think the same is true for the similar Distant and Spotlights, which is why we are discouraged from using them in Lux) is that it can create unnaturally sharp and pointy shadow edges and I've stopped using it for this reason.
True but I just post work them, My problem with using IBL's and adding a mesh as a sun is I often get splotches that would take weeks to clear up. To me post working the edges is the less of 2 evils...
Bob,the reason for that is probably related to the fact the you are using miniature people. One possible solution is to lower the power of the meshlight and set the exposure manually.
i haven't tried it but it's possible that it works.
Cheers.
Paolo
https://www.preta3d.com
FB: https://www.facebook.com/RealityPlugIn
Tw: @preta3d
G+:
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The
Reality Gallery: https://reality-plug-in.deviantart.com
Quote - Bob,the reason for that is probably related to the fact the you are using miniature people. One possible solution is to lower the power of the meshlight and set the exposure manually.
i haven't tried it but it's possible that it works.
Yeah I know thats what it is its usally on an enlarged characater. I will try that thanks
Cheers.
Bob, where is the thread about DS5. I can't find it.
Paolo
https://www.preta3d.com
FB: https://www.facebook.com/RealityPlugIn
Tw: @preta3d
G+:
https://plus.google.com/106625816153304163119
The
Reality Gallery: https://reality-plug-in.deviantart.com
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Parallel processing sounds like I need to get that second fire pro in there