IRAY Rain [Commercial]

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  • barbultbarbult Posts: 24,255
    edited November 2016
    barbult said:

    Here is another rain render, this time inside Cafe Luca looking out. Again, the outdoor lighting is a different overcast day HDRI. I used two rain systems to cover the corner of the building on both sides. I used a shader on the sofas and pillows. I had a problem with the UV maps, espceially the pillows. I couldn't get the shader pattern to look right. Take a look at the UV for the pillows. I can't make any sense out of it.

     

    Sorry i just noticed the pillow thing, must have been a stealth edit. I haven't got the source files anymore so i used the objs with the set. My uvs are looking like the ones posted below. They are mirrored obviously, but they don't look like what you have. Are they the uvs for the entire sofa you have there? In any case, the uv's are overlapping on quite a few of the props, but i'm not sure why that would cause issues with applying a tiling shader. It's tiling textures i'm using anyway, no funky shading trickery.

    I am looking at the UV from within Daz Studio. I am looking by material with the pillow material selected. How can I resolve this? Am I looking at the UV incorrectly or am I doing something else wrong that you can see?

    Edit: I got some new insight into this. I still don't understand why the UV looks like this, but I am getting more understandable results with the shader application. Even though the horizontal and vertical tiling is set to 1 in the surfaces pane, the UV seems to tile the pattern by about 5 (?) anyway. That is why I got a result I didn't recognize and which didn't look like the pattern I applied. If I set the horizontal and vertical tiles to 0.2 and the offsets to 0.5, I get what I expected on the pillows.

    Edit 2: Wait a second... Because of the mirroring, one of the pillows has the pattern reversed left to right. Since they are in the same surface, I can't easily fix that. The pattern is also rotated 90 degrees, so the pattern is lying on its side. I guess I could use the geometry editor to create a new surface and then use LIE to rotate the pattern. Anyway, this is what I currently see when I use the menu board texture for the pillow base color image,  after changing the tiling and offset as described above.

    Cafe Luca Pillow UV.PNG
    1980 x 1308 - 510K
    Cafe Luca menu board pillows.PNG
    1981 x 1322 - 2M
    Post edited by barbult on
  • KindredArtsKindredArts Posts: 1,242
    barbult said:
    barbult said:

    Here is another rain render, this time inside Cafe Luca looking out. Again, the outdoor lighting is a different overcast day HDRI. I used two rain systems to cover the corner of the building on both sides. I used a shader on the sofas and pillows. I had a problem with the UV maps, espceially the pillows. I couldn't get the shader pattern to look right. Take a look at the UV for the pillows. I can't make any sense out of it.

     

    Sorry i just noticed the pillow thing, must have been a stealth edit. I haven't got the source files anymore so i used the objs with the set. My uvs are looking like the ones posted below. They are mirrored obviously, but they don't look like what you have. Are they the uvs for the entire sofa you have there? In any case, the uv's are overlapping on quite a few of the props, but i'm not sure why that would cause issues with applying a tiling shader. It's tiling textures i'm using anyway, no funky shading trickery.

    I am looking at the UV from within Daz Studio. I am looking by material with the pillow material selected. How can I resolve this? Am I looking at the UV incorrectly or am I doing something else wrong that you can see?

    Ok, this had me perplexed for a while, since daz is showing something entirely different to my 3d package. It turns out that any uv maps oustide of the 1:1 grid shows up as a complete mess in the UV viewer. This doesnt seem to effect the item on scene load with my assets, but it's obviously effecting whatever you're doing. I've set you up a modified couch with 1:1 uv co-ords and pm'd you a link. I've also posted a screenshot of the results i'm getting in the uv viewer now, hopefully that does the trick.

    UVSFixed.jpg
    1088 x 1025 - 254K
  • barbultbarbult Posts: 24,255
    edited November 2016
    barbult said:
    barbult said:

    Here is another rain render, this time inside Cafe Luca looking out. Again, the outdoor lighting is a different overcast day HDRI. I used two rain systems to cover the corner of the building on both sides. I used a shader on the sofas and pillows. I had a problem with the UV maps, espceially the pillows. I couldn't get the shader pattern to look right. Take a look at the UV for the pillows. I can't make any sense out of it.

     

    Sorry i just noticed the pillow thing, must have been a stealth edit. I haven't got the source files anymore so i used the objs with the set. My uvs are looking like the ones posted below. They are mirrored obviously, but they don't look like what you have. Are they the uvs for the entire sofa you have there? In any case, the uv's are overlapping on quite a few of the props, but i'm not sure why that would cause issues with applying a tiling shader. It's tiling textures i'm using anyway, no funky shading trickery.

    I am looking at the UV from within Daz Studio. I am looking by material with the pillow material selected. How can I resolve this? Am I looking at the UV incorrectly or am I doing something else wrong that you can see?

    Ok, this had me perplexed for a while, since daz is showing something entirely different to my 3d package. It turns out that any uv maps oustide of the 1:1 grid shows up as a complete mess in the UV viewer. This doesnt seem to effect the item on scene load with my assets, but it's obviously effecting whatever you're doing. I've set you up a modified couch with 1:1 uv co-ords and pm'd you a link. I've also posted a screenshot of the results i'm getting in the uv viewer now, hopefully that does the trick.

    Hey, that's awesome customer service! I'll download it and give it a try.

    Meanwhile, look at my two edits to my post above (I guess we were both working on figuring this out at the same time.) I have a better understanding of what I was seeing now.

    Post edited by barbult on
  • KindredArtsKindredArts Posts: 1,242
    barbult said:
    barbult said:
    barbult said:

    Here is another rain render, this time inside Cafe Luca looking out. Again, the outdoor lighting is a different overcast day HDRI. I used two rain systems to cover the corner of the building on both sides. I used a shader on the sofas and pillows. I had a problem with the UV maps, espceially the pillows. I couldn't get the shader pattern to look right. Take a look at the UV for the pillows. I can't make any sense out of it.

     

    Sorry i just noticed the pillow thing, must have been a stealth edit. I haven't got the source files anymore so i used the objs with the set. My uvs are looking like the ones posted below. They are mirrored obviously, but they don't look like what you have. Are they the uvs for the entire sofa you have there? In any case, the uv's are overlapping on quite a few of the props, but i'm not sure why that would cause issues with applying a tiling shader. It's tiling textures i'm using anyway, no funky shading trickery.

    I am looking at the UV from within Daz Studio. I am looking by material with the pillow material selected. How can I resolve this? Am I looking at the UV incorrectly or am I doing something else wrong that you can see?

    Ok, this had me perplexed for a while, since daz is showing something entirely different to my 3d package. It turns out that any uv maps oustide of the 1:1 grid shows up as a complete mess in the UV viewer. This doesnt seem to effect the item on scene load with my assets, but it's obviously effecting whatever you're doing. I've set you up a modified couch with 1:1 uv co-ords and pm'd you a link. I've also posted a screenshot of the results i'm getting in the uv viewer now, hopefully that does the trick.

    Hey, that's awesome customer service! I'll download it and give it a try.

    Meanwhile, look at my two edits to my post above (I guess we were both working on figuring this out at the same time.) I have a better understanding of what I was seeing now.

    No problem! I didn't see your edits, so i haven't flipped the reverse uv, just scaled them onto the 1:1 space. If that's still an issue, let me know and i'll flip them for you.

  • barbultbarbult Posts: 24,255
    barbult said:
    barbult said:
    barbult said:

    Here is another rain render, this time inside Cafe Luca looking out. Again, the outdoor lighting is a different overcast day HDRI. I used two rain systems to cover the corner of the building on both sides. I used a shader on the sofas and pillows. I had a problem with the UV maps, espceially the pillows. I couldn't get the shader pattern to look right. Take a look at the UV for the pillows. I can't make any sense out of it.

     

    Sorry i just noticed the pillow thing, must have been a stealth edit. I haven't got the source files anymore so i used the objs with the set. My uvs are looking like the ones posted below. They are mirrored obviously, but they don't look like what you have. Are they the uvs for the entire sofa you have there? In any case, the uv's are overlapping on quite a few of the props, but i'm not sure why that would cause issues with applying a tiling shader. It's tiling textures i'm using anyway, no funky shading trickery.

    I am looking at the UV from within Daz Studio. I am looking by material with the pillow material selected. How can I resolve this? Am I looking at the UV incorrectly or am I doing something else wrong that you can see?

    Ok, this had me perplexed for a while, since daz is showing something entirely different to my 3d package. It turns out that any uv maps oustide of the 1:1 grid shows up as a complete mess in the UV viewer. This doesnt seem to effect the item on scene load with my assets, but it's obviously effecting whatever you're doing. I've set you up a modified couch with 1:1 uv co-ords and pm'd you a link. I've also posted a screenshot of the results i'm getting in the uv viewer now, hopefully that does the trick.

    Hey, that's awesome customer service! I'll download it and give it a try.

    Meanwhile, look at my two edits to my post above (I guess we were both working on figuring this out at the same time.) I have a better understanding of what I was seeing now.

    No problem! I didn't see your edits, so i haven't flipped the reverse uv, just scaled them onto the 1:1 space. If that's still an issue, let me know and i'll flip them for you.

    Unmirrored would be great! Can you make the UV put the pattern right side up (not rotated), too? I want to make those cute menu board  pillows. smiley

  • KindredArtsKindredArts Posts: 1,242
    barbult said:
    barbult said:
    barbult said:
    barbult said:

    Here is another rain render, this time inside Cafe Luca looking out. Again, the outdoor lighting is a different overcast day HDRI. I used two rain systems to cover the corner of the building on both sides. I used a shader on the sofas and pillows. I had a problem with the UV maps, espceially the pillows. I couldn't get the shader pattern to look right. Take a look at the UV for the pillows. I can't make any sense out of it.

     

    Sorry i just noticed the pillow thing, must have been a stealth edit. I haven't got the source files anymore so i used the objs with the set. My uvs are looking like the ones posted below. They are mirrored obviously, but they don't look like what you have. Are they the uvs for the entire sofa you have there? In any case, the uv's are overlapping on quite a few of the props, but i'm not sure why that would cause issues with applying a tiling shader. It's tiling textures i'm using anyway, no funky shading trickery.

    I am looking at the UV from within Daz Studio. I am looking by material with the pillow material selected. How can I resolve this? Am I looking at the UV incorrectly or am I doing something else wrong that you can see?

    Ok, this had me perplexed for a while, since daz is showing something entirely different to my 3d package. It turns out that any uv maps oustide of the 1:1 grid shows up as a complete mess in the UV viewer. This doesnt seem to effect the item on scene load with my assets, but it's obviously effecting whatever you're doing. I've set you up a modified couch with 1:1 uv co-ords and pm'd you a link. I've also posted a screenshot of the results i'm getting in the uv viewer now, hopefully that does the trick.

    Hey, that's awesome customer service! I'll download it and give it a try.

    Meanwhile, look at my two edits to my post above (I guess we were both working on figuring this out at the same time.) I have a better understanding of what I was seeing now.

    No problem! I didn't see your edits, so i haven't flipped the reverse uv, just scaled them onto the 1:1 space. If that's still an issue, let me know and i'll flip them for you.

    Unmirrored would be great! Can you make the UV put the pattern right side up (not rotated), too? I want to make those cute menu board  pillows. smiley

    Sure thing. Would non-overlapping uvs be better, or does it not matter?

  • barbultbarbult Posts: 24,255
    barbult said:
    barbult said:
    barbult said:
    barbult said:

    Here is another rain render, this time inside Cafe Luca looking out. Again, the outdoor lighting is a different overcast day HDRI. I used two rain systems to cover the corner of the building on both sides. I used a shader on the sofas and pillows. I had a problem with the UV maps, espceially the pillows. I couldn't get the shader pattern to look right. Take a look at the UV for the pillows. I can't make any sense out of it.

     

    Sorry i just noticed the pillow thing, must have been a stealth edit. I haven't got the source files anymore so i used the objs with the set. My uvs are looking like the ones posted below. They are mirrored obviously, but they don't look like what you have. Are they the uvs for the entire sofa you have there? In any case, the uv's are overlapping on quite a few of the props, but i'm not sure why that would cause issues with applying a tiling shader. It's tiling textures i'm using anyway, no funky shading trickery.

    I am looking at the UV from within Daz Studio. I am looking by material with the pillow material selected. How can I resolve this? Am I looking at the UV incorrectly or am I doing something else wrong that you can see?

    Ok, this had me perplexed for a while, since daz is showing something entirely different to my 3d package. It turns out that any uv maps oustide of the 1:1 grid shows up as a complete mess in the UV viewer. This doesnt seem to effect the item on scene load with my assets, but it's obviously effecting whatever you're doing. I've set you up a modified couch with 1:1 uv co-ords and pm'd you a link. I've also posted a screenshot of the results i'm getting in the uv viewer now, hopefully that does the trick.

    Hey, that's awesome customer service! I'll download it and give it a try.

    Meanwhile, look at my two edits to my post above (I guess we were both working on figuring this out at the same time.) I have a better understanding of what I was seeing now.

    No problem! I didn't see your edits, so i haven't flipped the reverse uv, just scaled them onto the 1:1 space. If that's still an issue, let me know and i'll flip them for you.

    Unmirrored would be great! Can you make the UV put the pattern right side up (not rotated), too? I want to make those cute menu board  pillows. smiley

    Sure thing. Would non-overlapping uvs be better, or does it not matter?

    You're over my head now. I don't know, but I suspect that if someone wants to create a texture map (rather than applying a tiling shader), that non-overlapping would be better.

  • KindredArtsKindredArts Posts: 1,242
    barbult said:
    barbult said:
    barbult said:
    barbult said:
    barbult said:

    Here is another rain render, this time inside Cafe Luca looking out. Again, the outdoor lighting is a different overcast day HDRI. I used two rain systems to cover the corner of the building on both sides. I used a shader on the sofas and pillows. I had a problem with the UV maps, espceially the pillows. I couldn't get the shader pattern to look right. Take a look at the UV for the pillows. I can't make any sense out of it.

     

    Sorry i just noticed the pillow thing, must have been a stealth edit. I haven't got the source files anymore so i used the objs with the set. My uvs are looking like the ones posted below. They are mirrored obviously, but they don't look like what you have. Are they the uvs for the entire sofa you have there? In any case, the uv's are overlapping on quite a few of the props, but i'm not sure why that would cause issues with applying a tiling shader. It's tiling textures i'm using anyway, no funky shading trickery.

    I am looking at the UV from within Daz Studio. I am looking by material with the pillow material selected. How can I resolve this? Am I looking at the UV incorrectly or am I doing something else wrong that you can see?

    Ok, this had me perplexed for a while, since daz is showing something entirely different to my 3d package. It turns out that any uv maps oustide of the 1:1 grid shows up as a complete mess in the UV viewer. This doesnt seem to effect the item on scene load with my assets, but it's obviously effecting whatever you're doing. I've set you up a modified couch with 1:1 uv co-ords and pm'd you a link. I've also posted a screenshot of the results i'm getting in the uv viewer now, hopefully that does the trick.

    Hey, that's awesome customer service! I'll download it and give it a try.

    Meanwhile, look at my two edits to my post above (I guess we were both working on figuring this out at the same time.) I have a better understanding of what I was seeing now.

    No problem! I didn't see your edits, so i haven't flipped the reverse uv, just scaled them onto the 1:1 space. If that's still an issue, let me know and i'll flip them for you.

    Unmirrored would be great! Can you make the UV put the pattern right side up (not rotated), too? I want to make those cute menu board  pillows. smiley

    Sure thing. Would non-overlapping uvs be better, or does it not matter?

    You're over my head now. I don't know, but I suspect that if someone wants to create a texture map (rather than applying a tiling shader), that non-overlapping would be better.

    Yes, the U'vs are currently overlapping, which means that each side shares the same uv space, thus will be identical. If you want a different texture on both sides, you need unique, non-overlapping uvs. I can do it either way really. Unique uvs are a bit tougher to to make seamless however, but pillows generally have some sort of seam anyway. Up to you.

  • barbultbarbult Posts: 24,255

    Oh, if overlapping just means front and back of a single pillow, I don't mind if the front and back are the same. I thought you were talking about left vs. right pillows on the couch. It would be nice to be able to make them different, but if they are always the same, that is fine with me, too.

  • KindredArtsKindredArts Posts: 1,242
    barbult said:

    Oh, if overlapping just means front and back of a single pillow, I don't mind if the front and back are the same. I thought you were talking about left vs. right pillows on the couch. It would be nice to be able to make them different, but if they are always the same, that is fine with me, too.

    Ok done. The pillows are now on a non-overlapping uv map and are correctly oriented. I sent you a new link and i've attached a uv template to this post. Left and right are from the perspective of looking at the couch, not sitting on the couch ... if that makes sense. Enjoy smiley

    Sofatemplate.jpg
    1024 x 1024 - 641K
  • barbultbarbult Posts: 24,255
    edited November 2016

    Oh dear, I think I kind of messed you up with the discussion of non-overlapping,etc. Now that there are 4 pillow surfaces on the single UV, I find it harder to position a pattern on the pillow. When I put the menu board pattern on the pillow, I ended up with only part of the pattern on each pillow. I tried tiling by 2.1, but since the left and right pillow fronts are above each other on the UV, rather than next to each other, I haven't been able to find an offset that will get the full pattern on both pillows. The very good news is that they are right side up and not mirrored. They would work fine for most patterns, I think. Thank you for making this change for me.

    Edit: And if you bought these pillows in a store, they would be just like this - not perfectly matched. Only obsessive compulsive perfectionist home sewing enthusiasts like me would spend hours matching patterns exactly at seams.

    SofaFixed.jpg
    2000 x 1500 - 1M
    SofaFixed Tiled 2.1.jpg
    2000 x 1500 - 1M
    Post edited by barbult on
  • KindredArtsKindredArts Posts: 1,242
    barbult said:

    Oh dear, I think I kind of messed you up with the discussion of non-overlapping,etc. Now that there are 4 pillow surfaces on the single UV, I find it harder to position a pattern on the pillow. When I put the menu board pattern on the pillow, I ended up with only part of the pattern on each pillow. I tried tiling by 2.1, but since the left and right pillow fronts are above each other on the UV, rather than next to each other, I haven't been able to find an offset that will get the full pattern on both pillows. The very good news is that they are right side up and not mirrored. They would work fine for most patterns, I think. Thank you for making this change for me.

     

    No problem, let me know how you get on. If worst comes to worst i can just switch them back to overlapping uvs for you, its a pretty quick edit.

  • barbultbarbult Posts: 24,255
    edited November 2016

    I took a screenshot of the UV and used Photoshop to overlay the menu board image in the right places to place it on the front of each pillow. The back of the pillows are plain. I played with a few other shaders and props while I had the image open, just for fun.

     

    Cafe Luca ALR lights rain menu board pillows_001.jpg
    2000 x 1500 - 2M
    Post edited by barbult on
  • KindredArtsKindredArts Posts: 1,242
    barbult said:

    I took a screenshot of the UV and used Photoshop to overlay the menu board image in the right places to place it on the front of each pillow. The back of the pillows are plain. I played with a few other shaders and props while I had the image open, just for fun.

     

    Yay! We got there in the end. I thought you would probably end up doing what you needed to do in photoshop, since it wasn't the most tileable texture in the first place. Great work Barbult!

  • xyer0xyer0 Posts: 5,947

    I hope you haven't abandoned the architectural set builder's guild to become an Iray problem solver. However, bravo to you, sir, for your first two efforts!

    Iray Ghost Light Kit is EXACTLY what I have needed since I started with Iray in May! Bless you for your efforts and your simple solution to a perennial problem. I doubt my laptop can match your projected render times, but as soon as I have some decent results I will post them here (or at another thread if you start one). I had run out of Daz money for the year yesterday, but you have forced me to capitulate. Thanks so much!

  • KindredArtsKindredArts Posts: 1,242
    edited December 2016
    xyer0 said:

    I hope you haven't abandoned the architectural set builder's guild to become an Iray problem solver. However, bravo to you, sir, for your first two efforts!

    Iray Ghost Light Kit is EXACTLY what I have needed since I started with Iray in May! Bless you for your efforts and your simple solution to a perennial problem. I doubt my laptop can match your projected render times, but as soon as I have some decent results I will post them here (or at another thread if you start one). I had run out of Daz money for the year yesterday, but you have forced me to capitulate. Thanks so much!

    Don't you worry, architecture is still my focus and i have a lot of fresh approaches in works. I just wanted to share some of my Iray findings since i spend more time with it than i do sleeping these days!

    I'm actually running a pretty hefty rig right now, but to be honest, interiors are still absolute murder to render without any noise and/or fireflies. With this solution you can jam your lights anywhere and everywhere you so choose. It's a very macgyver style approach but functional and hopefully useful for those who can't afford to lose their computer for hours at a time. 

    Let me know if you get stuck. Some of my set-up's are shown in the promo images, so that should get you started on the right path.

    Post edited by KindredArts on
  • xyer0xyer0 Posts: 5,947
    edited December 2016

    I have needed this problem solved. I could not figure it out on my own. I am willing to do a 30 hour render, as I have dedicated my nvidia-equipped laptop to Daz. But I have several scenes that I have been unable to realistically render regardless how high I turn the HDRI or how long I wait for full convergence.

    Your promo setups gave me hope that this could be my answer. What do you mean by "hdri with included mesh lights?"

    OT, I noticed that you used a few Tesla3dCorp products in your renders. Although his/her interiors look great, I have seen examples of his/her sets that are incompatible to Daz figure dimensions. Have you used in people in the kitchen or hospital room that you used, and are the dimensions appropriate?

    Post edited by xyer0 on
  • KindredArtsKindredArts Posts: 1,242
    xyer0 said:

    I have needed this problem solved. I could not figure it out on my own. I am willing to do a 30 hour render, as I have dedicated my nvidia-equipped laptop to Daz. But I have several scenes that I have been unable to realistically render regardless how high I turn the HDRI or how long I wait for full convergence.

    Your promo setups gave me hope that this could be my answer. What do you mean by "hdri with included mesh lights?"

    OT, I noticed that you used a few Tesla3dCorp products in your renders. Although his/her interiors look great, I have seen examples of his/her sets that are incompatible to Daz figure dimensions. Have you used in people in the kitchen or hospital room that you used, and are the dimensions appropriate?

    Yes, sometimes there just isn't enough light to trace accurately and the render comes out largely un-cooked - which is very depressing if you've crossed your fingers and let it run for hours on end. Without spewing a load of marketing jargon - i can bring a roughly two hour render (single Titan x) down to around two minutes. If you go overboard you can render even faster at the risk of it looking unrealistic. It's all about balance really, which i'm happy to leave to the end-user.

    I just loaded a standard height G3 into the kitchen scene and she seems about right. Are there specific props that are out of proportion or just the scenes in general?

  • xyer0xyer0 Posts: 5,947
    xyer0 said:

     

    OT, I noticed that you used a few Tesla3dCorp products in your renders. Although his/her interiors look great, I have seen examples of his/her sets that are incompatible to Daz figure dimensions. Have you used in people in the kitchen or hospital room that you used, and are the dimensions appropriate?

    Yes, sometimes there just isn't enough light to trace accurately and the render comes out largely un-cooked - which is very depressing if you've crossed your fingers and let it run for hours on end. Without spewing a load of marketing jargon - i can bring a roughly two hour render (single Titan x) down to around two minutes. If you go overboard you can render even faster at the risk of it looking unrealistic. It's all about balance really, which i'm happy to leave to the end-user.

    I just loaded a standard height G3 into the kitchen scene and she seems about right. Are there specific props that are out of proportion or just the scenes in general?

    There's a thread somewhere with renders of the Lecture Hall with Props which show that if G3 can be made to sit in the desks, her feet won't touch the ground, and vice versa. There was another complaint about doors or tables or something. Although I have taken full advantage of Daz's return policy, I have also gotten stuck with some clunkers that were unusable for the purpose I envisioned. So, I have not bought anything from that vendor, even though the promos look like architectural magazine photos.

    Re: Ghost Light Kit: What is the meaning/purpose of Debug? What do you mean by "included with the scene as standard" regarding the hdri and emissive mesh lights (quoted from two of your promos)?

  • KindredArtsKindredArts Posts: 1,242
    xyer0 said:
    xyer0 said:

     

    OT, I noticed that you used a few Tesla3dCorp products in your renders. Although his/her interiors look great, I have seen examples of his/her sets that are incompatible to Daz figure dimensions. Have you used in people in the kitchen or hospital room that you used, and are the dimensions appropriate?

    Yes, sometimes there just isn't enough light to trace accurately and the render comes out largely un-cooked - which is very depressing if you've crossed your fingers and let it run for hours on end. Without spewing a load of marketing jargon - i can bring a roughly two hour render (single Titan x) down to around two minutes. If you go overboard you can render even faster at the risk of it looking unrealistic. It's all about balance really, which i'm happy to leave to the end-user.

    I just loaded a standard height G3 into the kitchen scene and she seems about right. Are there specific props that are out of proportion or just the scenes in general?

    There's a thread somewhere with renders of the Lecture Hall with Props which show that if G3 can be made to sit in the desks, her feet won't touch the ground, and vice versa. There was another complaint about doors or tables or something. Although I have taken full advantage of Daz's return policy, I have also gotten stuck with some clunkers that were unusable for the purpose I envisioned. So, I have not bought anything from that vendor, even though the promos look like architectural magazine photos.

    Re: Ghost Light Kit: What is the meaning/purpose of Debug? What do you mean by "included with the scene as standard" regarding the hdri and emissive mesh lights (quoted from two of your promos)?

    Oh right, i see! i thought you meant 6 foot chairs or really silly scaling. I've not actually tried having figures using chairs/beds and so on, but i definitely will now. Have you contacted the vendor or daz about the issue? I usually keep a full sized gen3 obj in the scene when i'm modelling, but even then, dimensions can get away from me at times. Judging by their promos, Tesla could very well be an archviz modeller who doesn't use daz regularly. Hopefully, if they are aware of the issues, they can look out for it in the future.

    I assume you're talking about the Debug Material? If applied, that turns the light back into a checkerboard plane with an arrow. I included it so people can re-arrange lights they have already placed. It's simple a helper material, nothing major. When i noted "included as standard", i meant the original author of scenes i used had included those emissive surfaces (mainly light bulbs). So if you look at the kitchen promo, it uses an hdri and the emissive lights already included by brinnen. 

  • xyer0xyer0 Posts: 5,947
    xyer0 said:
    xyer0 said:

     

    OT, I noticed that you used a few Tesla3dCorp products in your renders. Although his/her interiors look great, I have seen examples of his/her sets that are incompatible to Daz figure dimensions. Have you used in people in the kitchen or hospital room that you used, and are the dimensions appropriate?

    Yes, sometimes there just isn't enough light to trace accurately and the render comes out largely un-cooked - which is very depressing if you've crossed your fingers and let it run for hours on end. Without spewing a load of marketing jargon - i can bring a roughly two hour render (single Titan x) down to around two minutes. If you go overboard you can render even faster at the risk of it looking unrealistic. It's all about balance really, which i'm happy to leave to the end-user.

    I just loaded a standard height G3 into the kitchen scene and she seems about right. Are there specific props that are out of proportion or just the scenes in general?

    There's a thread somewhere with renders of the Lecture Hall with Props which show that if G3 can be made to sit in the desks, her feet won't touch the ground, and vice versa. There was another complaint about doors or tables or something. Although I have taken full advantage of Daz's return policy, I have also gotten stuck with some clunkers that were unusable for the purpose I envisioned. So, I have not bought anything from that vendor, even though the promos look like architectural magazine photos.

    Re: Ghost Light Kit: What is the meaning/purpose of Debug? What do you mean by "included with the scene as standard" regarding the hdri and emissive mesh lights (quoted from two of your promos)?

    Oh right, i see! i thought you meant 6 foot chairs or really silly scaling. I've not actually tried having figures using chairs/beds and so on, but i definitely will now. Have you contacted the vendor or daz about the issue? I usually keep a full sized gen3 obj in the scene when i'm modelling, but even then, dimensions can get away from me at times. Judging by their promos, Tesla could very well be an archviz modeller who doesn't use daz regularly. Hopefully, if they are aware of the issues, they can look out for it in the future.

    I assume you're talking about the Debug Material? If applied, that turns the light back into a checkerboard plane with an arrow. I included it so people can re-arrange lights they have already placed. It's simple a helper material, nothing major. When i noted "included as standard", i meant the original author of scenes i used had included those emissive surfaces (mainly light bulbs). So if you look at the kitchen promo, it uses an hdri and the emissive lights already included by brinnen. 

     

    Thanks so much, KA. My long render is almost complete, and I will get to discover what your lights can do for me. All the best for your new year!

  • KindredArtsKindredArts Posts: 1,242
    xyer0 said:
    xyer0 said:
    xyer0 said:

     

    OT, I noticed that you used a few Tesla3dCorp products in your renders. Although his/her interiors look great, I have seen examples of his/her sets that are incompatible to Daz figure dimensions. Have you used in people in the kitchen or hospital room that you used, and are the dimensions appropriate?

    Yes, sometimes there just isn't enough light to trace accurately and the render comes out largely un-cooked - which is very depressing if you've crossed your fingers and let it run for hours on end. Without spewing a load of marketing jargon - i can bring a roughly two hour render (single Titan x) down to around two minutes. If you go overboard you can render even faster at the risk of it looking unrealistic. It's all about balance really, which i'm happy to leave to the end-user.

    I just loaded a standard height G3 into the kitchen scene and she seems about right. Are there specific props that are out of proportion or just the scenes in general?

    There's a thread somewhere with renders of the Lecture Hall with Props which show that if G3 can be made to sit in the desks, her feet won't touch the ground, and vice versa. There was another complaint about doors or tables or something. Although I have taken full advantage of Daz's return policy, I have also gotten stuck with some clunkers that were unusable for the purpose I envisioned. So, I have not bought anything from that vendor, even though the promos look like architectural magazine photos.

    Re: Ghost Light Kit: What is the meaning/purpose of Debug? What do you mean by "included with the scene as standard" regarding the hdri and emissive mesh lights (quoted from two of your promos)?

    Oh right, i see! i thought you meant 6 foot chairs or really silly scaling. I've not actually tried having figures using chairs/beds and so on, but i definitely will now. Have you contacted the vendor or daz about the issue? I usually keep a full sized gen3 obj in the scene when i'm modelling, but even then, dimensions can get away from me at times. Judging by their promos, Tesla could very well be an archviz modeller who doesn't use daz regularly. Hopefully, if they are aware of the issues, they can look out for it in the future.

    I assume you're talking about the Debug Material? If applied, that turns the light back into a checkerboard plane with an arrow. I included it so people can re-arrange lights they have already placed. It's simple a helper material, nothing major. When i noted "included as standard", i meant the original author of scenes i used had included those emissive surfaces (mainly light bulbs). So if you look at the kitchen promo, it uses an hdri and the emissive lights already included by brinnen. 

     

    Thanks so much, KA. My long render is almost complete, and I will get to discover what your lights can do for me. All the best for your new year!

    Awesome xyer0, Let me know how it goes. :)

  • xyer0 said:
    xyer0 said:
    xyer0 said:

     

    OT, I noticed that you used a few Tesla3dCorp products in your renders. Although his/her interiors look great, I have seen examples of his/her sets that are incompatible to Daz figure dimensions. Have you used in people in the kitchen or hospital room that you used, and are the dimensions appropriate?

    Yes, sometimes there just isn't enough light to trace accurately and the render comes out largely un-cooked - which is very depressing if you've crossed your fingers and let it run for hours on end. Without spewing a load of marketing jargon - i can bring a roughly two hour render (single Titan x) down to around two minutes. If you go overboard you can render even faster at the risk of it looking unrealistic. It's all about balance really, which i'm happy to leave to the end-user.

    I just loaded a standard height G3 into the kitchen scene and she seems about right. Are there specific props that are out of proportion or just the scenes in general?

    There's a thread somewhere with renders of the Lecture Hall with Props which show that if G3 can be made to sit in the desks, her feet won't touch the ground, and vice versa. There was another complaint about doors or tables or something. Although I have taken full advantage of Daz's return policy, I have also gotten stuck with some clunkers that were unusable for the purpose I envisioned. So, I have not bought anything from that vendor, even though the promos look like architectural magazine photos.

    Re: Ghost Light Kit: What is the meaning/purpose of Debug? What do you mean by "included with the scene as standard" regarding the hdri and emissive mesh lights (quoted from two of your promos)?

    Oh right, i see! i thought you meant 6 foot chairs or really silly scaling. I've not actually tried having figures using chairs/beds and so on, but i definitely will now. Have you contacted the vendor or daz about the issue? I usually keep a full sized gen3 obj in the scene when i'm modelling, but even then, dimensions can get away from me at times. Judging by their promos, Tesla could very well be an archviz modeller who doesn't use daz regularly. Hopefully, if they are aware of the issues, they can look out for it in the future.

    I assume you're talking about the Debug Material? If applied, that turns the light back into a checkerboard plane with an arrow. I included it so people can re-arrange lights they have already placed. It's simple a helper material, nothing major. When i noted "included as standard", i meant the original author of scenes i used had included those emissive surfaces (mainly light bulbs). So if you look at the kitchen promo, it uses an hdri and the emissive lights already included by brinnen. 

     

    Thanks so much, KA. My long render is almost complete, and I will get to discover what your lights can do for me. All the best for your new year!

    Awesome xyer0, Let me know how it goes. :)

    I'm liking the products that you're releasing! For the invisible lights maybe you can do more lights that have different colors and moods! Keep making great products! :)

  • KindredArtsKindredArts Posts: 1,242
    xyer0 said:
    xyer0 said:
    xyer0 said:

     

    OT, I noticed that you used a few Tesla3dCorp products in your renders. Although his/her interiors look great, I have seen examples of his/her sets that are incompatible to Daz figure dimensions. Have you used in people in the kitchen or hospital room that you used, and are the dimensions appropriate?

    Yes, sometimes there just isn't enough light to trace accurately and the render comes out largely un-cooked - which is very depressing if you've crossed your fingers and let it run for hours on end. Without spewing a load of marketing jargon - i can bring a roughly two hour render (single Titan x) down to around two minutes. If you go overboard you can render even faster at the risk of it looking unrealistic. It's all about balance really, which i'm happy to leave to the end-user.

    I just loaded a standard height G3 into the kitchen scene and she seems about right. Are there specific props that are out of proportion or just the scenes in general?

    There's a thread somewhere with renders of the Lecture Hall with Props which show that if G3 can be made to sit in the desks, her feet won't touch the ground, and vice versa. There was another complaint about doors or tables or something. Although I have taken full advantage of Daz's return policy, I have also gotten stuck with some clunkers that were unusable for the purpose I envisioned. So, I have not bought anything from that vendor, even though the promos look like architectural magazine photos.

    Re: Ghost Light Kit: What is the meaning/purpose of Debug? What do you mean by "included with the scene as standard" regarding the hdri and emissive mesh lights (quoted from two of your promos)?

    Oh right, i see! i thought you meant 6 foot chairs or really silly scaling. I've not actually tried having figures using chairs/beds and so on, but i definitely will now. Have you contacted the vendor or daz about the issue? I usually keep a full sized gen3 obj in the scene when i'm modelling, but even then, dimensions can get away from me at times. Judging by their promos, Tesla could very well be an archviz modeller who doesn't use daz regularly. Hopefully, if they are aware of the issues, they can look out for it in the future.

    I assume you're talking about the Debug Material? If applied, that turns the light back into a checkerboard plane with an arrow. I included it so people can re-arrange lights they have already placed. It's simple a helper material, nothing major. When i noted "included as standard", i meant the original author of scenes i used had included those emissive surfaces (mainly light bulbs). So if you look at the kitchen promo, it uses an hdri and the emissive lights already included by brinnen. 

     

    Thanks so much, KA. My long render is almost complete, and I will get to discover what your lights can do for me. All the best for your new year!

    Awesome xyer0, Let me know how it goes. :)

    I'm liking the products that you're releasing! For the invisible lights maybe you can do more lights that have different colors and moods! Keep making great products! :)

    Hey! Thanks for dropping in. I did try textured lights with all sorts of funky colors, but because they are diffuse lights, they really didn't make much difference to changing the main diffuse color inside the shader setup. If i get an expansion sorted though, i will definately include a greater color range. :)

  • IceDragonArtIceDragonArt Posts: 12,548

    I grabbed the light kit today and am very excited to try it.  I think it will solve a lot of my issues with lighting the interiors of my (far too many) medieval rooms and castles in a way that will be realistic without losing the look.  Thank you very much for this! 

  • KindredArtsKindredArts Posts: 1,242

    I grabbed the light kit today and am very excited to try it.  I think it will solve a lot of my issues with lighting the interiors of my (far too many) medieval rooms and castles in a way that will be realistic without losing the look.  Thank you very much for this! 

    Hey Dragon! Thanks for picking it up. The very best of luck with your big, medieval scenes. I know they can be tricky! If you get the chance, drop by and visit the render thread and say hello :)

  • SaphirewildSaphirewild Posts: 6,668

    I so love the rain KA!!!!

    I have this on my to do list!!!!

  • IceDragonArtIceDragonArt Posts: 12,548

    I grabbed the light kit today and am very excited to try it.  I think it will solve a lot of my issues with lighting the interiors of my (far too many) medieval rooms and castles in a way that will be realistic without losing the look.  Thank you very much for this! 

    Hey Dragon! Thanks for picking it up. The very best of luck with your big, medieval scenes. I know they can be tricky! If you get the chance, drop by and visit the render thread and say hello :)

    I will do so.  you already know I love your stuff lol..

  • I hope this is the right place to ask. I just bought the product and I have this problem. A black line appears on the horizon.

    Inkedra ya negra_LI.jpg
    862 x 862 - 2M
    Inkedraya negra 2_LI.jpg
    862 x 862 - 2M
  • BeeMKayBeeMKay Posts: 7,019

    Does it also appear without the rain?

    It looks like something is wrong with the horizon itself, what set are you using there?

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