Problem with FG Medieval Tavern Lights.
Justin_Ames
Posts: 167
Hi everyone!
I bought this very cool tavern set: https://www.daz3d.com/fg-medieval-tavern Problem is, the lighting of the Tavern looks nothing like the promos images... What do I do wrong?..
Where is the light.png
990 x 670 - 1M
Capture d’écran (114).png
1529 x 941 - 2M
Comments
Have you tried adjusting the tone mapping settings (which will appear after the first render/preview)? Is the headlamp off (Editor tab of Render Settings, under the General group)?
That doesn't look like an Iray render either that or there is a lot of bright white light coming from somewhere.
What should I adjust in the tone mapping setting? My settings are like this :
Set AutoHeadlamo to never, turn up the ISO (as if in a dark room, which it is).
Ah... pls don't be too much entangled in the promo images ~~ The vendor, Fugazi1968, made the scene with Blender, so from the effects of denoising, blooming etc, mostly likely this scene was rendered with Blender rather than Daz Studio.
Just tried it. Still looks nothing like the promo images..
As I said above, the promo images were not rendered in DS but Blender. I roughly made one render preview in Blender, as attached ~~
That's the style of Cycles... you can never make the same with Iray engine...
So I literally bought this for nothing... wow.. this is scam..
Not really... you can make iray style render for sure, only with this scene, you have to deal with grainy noise... as Denoiser in DS iray engine is more or less a garbage.
When I put my settings like your I get this result instead ..
Is Blender like DazStudio where I can use characters and stuff? Cause I don't really care which software I use, as long as it works for what I wanna make. I'm working on a comic project.
There're more setup in Render settings as well as the scene. I attached the scene file for your reference.
As for sending a scene to Blender, you better use Diffeomorphic Daz Importer: https://www.daz3d.com/forums/discussion/689606/diffeomorphic-add-ons-version-4-2-1-released#latest
Then learning necessary Blender knolwedge is also required.
Thank you very much, I'm gonna try with the reference right now!
Thanks also for the Diffeomorphic Daz Importer link, I'll make sure to check this out
Is it normal that after a 9hours render it still looks like this?
Is it rendering using the CPU or GPU, can you tell?
I’m a dabbler/hobbyist. Over the years, I have learned to be skeptical of promo images and my expectation of getting renders that look anywhere close regarding lighting and other effects unless a promo image states that it was rendered in Daz Studio. But I have also learned a few techniques about using lights and emissive surfaces as well as having purchased several products that help me to do lighting better than what I could do without them.
Those balls are probably lights. Go into the scene and turn them off, the candle flame looks as if it is already emissive. Once that is done you can raise the Emissive lumens and/or change the Tone Mapping settings. Another thing to try if you don't want to do that is go to Render Settings/Filtering and lower the Nominal luminance to 100 and se if they go away. If they do then start to raise it, say to 1500, and check again. Keep raising it or lowering it until they no longer appear.
With Bloom filter turned on, you have to further tweak the settings in this scene:
1) Select each Candle Holder prop, in Surfaces pane, set a pure 0 value on the 1st two surfaces; (ss1) Set Emission Temperature as 7000 ~ 7500 on flame surface.
2) Select each Wall Lamp prop, in Surfaces pane, set a pure 0 value on the 1st two surfaces; (ss2)
3) There's a group named FGMT Light Spheres, hide it ! (ss3)
Edit : I set the above settings on a couple of the props, not all... but you can see the difference ~ The attached images were rendered in 10 minutes with my 3 cards. The final time of a full render with enough samples or time may depends on the card you use ~
It finally worked thanks to all your tips. thank you infinitely!
Actually.. I have another problem. I added my character to the scene and now for some reasons, her skin is ORANGE ... I tried changing the emission color of the flame in front of her yet it doesn't change anything.. Please help, what is happening?.. ..
Objects can only reflect the color of lights there is.
I don't know how the color of the candle is obtained, but in Iray you both have the emission color as well as the temperature. If the temperature shall be whitish it shall be around 6500 K
Else you could try adding a narrow whitish spotlight on her.
Go into Tone Mapping and change the White Balance using White Point. Either that or use the picker at the right top of the Viewport to choose the area you want to be rendered as white, it is the little box with the +/- on it which changes the mouse pointer into an eye dropper. If I remember correctly right clicking is for Exposure and left clicking for White Balance, or vice versa :)
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/render_settings/engine/nvidia_iray/tone_mapping/start
The white point in tone mapping is already at the whitest it can be yet her skin is still orange..
The white point sets which color should be considered white.
Did you see the video?
Try to set white point to a light yellow-orange, and all the image will become more whitish.
I don't think the skin tone of your char looks problematic. In such a medieval tavern, the "orange ambient lights" come from the warm emissive candle light and fire (Temperature 2500 ~ 3500), which lit the character's skin at the same time. That's a typical diffuse reflection which looks natural and physical in a tavern interior. And in medieval time, I don't think people could find light source > 4000 temperature at night except for the moonlight...
Also, imagine if a white girl goes to a night club with neon light, what skin color you can see from her ?
But if you DO need to change her skin color, add a mesh light with Color 220,220,255 + Temperature > 7500 as well as tweak reflectance tint on skin surface a bit ~~ Tweaking Tone Mapping will holistically change the tone in the scene, which may not be a good choice for this tavern scene...