Mon, Nov 18, 11:42 AM CST

lighting test

DAZ|Studio Realism posted on Oct 01, 2018

Contains nudity

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This artwork contains mature content: nudity.

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Description


Trying to get better at lighting. Both are rendered in Daz Iray. Top image is daylight, with an Iray sun node for illumination, and the bottom is lit by a much darker skydome and spotlight colocated with the camera. The same tonemapping settings were used for both. The lighting of the dusk image seems much more believable to me, but I think that is partly due the simplified lighting being more natural in that environment. I can't seem to get the light balance correct in daylight/naturally-lit scenes. If I set up the lighting and tonemapping to what seems correct, the shadows largely conceal areas out of direct light. By the time I balance the contrast, the image is washed out. I have had similar experience with the physically-based renderers in Poser and Blender, so I think I still have more to learn about setting up my lighting.

Comments (3)


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zaqxsw

11:26PM | Mon, 01 October 2018

Excellent work... She's lovely in both versions, but the bottom image us definitely more dramatic!

)

rto3d

4:20AM | Tue, 02 October 2018

i like both of them.

try to reduce exposure on the upper one and balance the overall lighting by enhancing the value with ISO-settings.

erenus

12:03PM | Tue, 02 October 2018

Thanks for the support, your tip reminded me to dig out and use the ole' histogram tool. I lowered the exposure to get rid of the clipping of the brights. I also narrowed my "burn highlights" and "crush blacks" settings. The default values look somewhat cartoon-ey, and I had them set so wide as to wash out the contrast. I ended up with 0.35 and 0.10, respectively.

In messing with the exposure settings, I realized that for still renders at least, they don't seem to matter individually. They seem to be used to build the exposure value, which can be controlled directly, so I ended up sticking with just using the exposure value parameter and didn't notice a difference in results based on methodology.

Below are examples of what I came up with. I included the raw render output, as well as the results after some light postwork. Essentially just spamming the "auto" buttons, and adjusting the brightness to where I want it. The differences are subtle, but I noticed better highlights on the upper arm and lips, no more blowout on the hair, and slightly better definition in the shadows around the eyes.

um_comp.jpg

pw_comp.jpg


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