Problem with FG Medieval Tavern Lights.

Hi everyone! smiley

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?.. sad

Where is the light.png
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Capture d’écran (114).png
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Comments

  • Richard HaseltineRichard Haseltine Posts: 100,941

    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)?

  • FishtalesFishtales Posts: 6,119

    That doesn't look like an Iray render either that or there is a lot of bright white light coming from somewhere.

  • Justin_AmesJustin_Ames Posts: 165
    edited October 23

    What should I adjust in the tone mapping setting? My settings are like this : 

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    Capture d’écran (116).png
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    What it looks like now.png
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    Post edited by Justin_Ames on
  • Richard HaseltineRichard Haseltine Posts: 100,941

    Set AutoHeadlamo to never, turn up the ISO (as if in a dark room, which it is).

  • crosswindcrosswind Posts: 6,984
    edited October 24

    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.

    Post edited by crosswind on
  • Justin_AmesJustin_Ames Posts: 165

    Just tried it. Still looks nothing like the promo images.. sad 

    test 2.png
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  • crosswindcrosswind Posts: 6,984
    edited October 24

    Justin_Ames said:

    Just tried it. Still looks nothing like the promo images.. sad 

    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...

    SNAG-2024-10-24-002.png
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    Post edited by crosswind on
  • Justin_AmesJustin_Ames Posts: 165
    edited October 24

    So I literally bought this for nothing... wow.. this is scam.. sad

    Post edited by Justin_Ames on
  • crosswindcrosswind Posts: 6,984

    Justin_Ames said:

    So I literally bought this for nothing... wow.. sad

    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.

    SNAG-2024-10-24-004.png
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  • Justin_AmesJustin_Ames Posts: 165

    When I put my settings like your I get this result instead frown.. 

    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.

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  • crosswindcrosswind Posts: 6,984

    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.

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  • Justin_AmesJustin_Ames Posts: 165

    Thank you very much, I'm gonna try with the reference right now! laugh

    Thanks also for the Diffeomorphic Daz Importer link, I'll make sure to check this out smiley

  • Justin_AmesJustin_Ames Posts: 165

    Is it normal that after a 9hours render it still looks like this? frown

    9 hours render.png
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  • Richard HaseltineRichard Haseltine Posts: 100,941

    Is it rendering using the CPU or GPU, can you tell?

  • jjoynerjjoyner Posts: 617

    Justin_Ames said:

    So I literally bought this for nothing... wow.. this is scam.. sad

     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.

  • FishtalesFishtales Posts: 6,119

    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.

  • crosswindcrosswind Posts: 6,984
    edited October 24

    Justin_Ames said:

    Is it normal that after a 9hours render it still looks like this? frown

    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 ~

    SNAG-2024-10-25-005.png
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    SNAG-2024-10-25-006.png
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    SNAG-2024-10-25-007.png
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    Post edited by crosswind on
  • Justin_AmesJustin_Ames Posts: 165

    It finally worked thanks to all your tips. thank you infinitely! laughheart

  • Justin_AmesJustin_Ames Posts: 165
    edited November 5

    Actually.. I have another problem. I added my character to the scene and now for some reasons, her skin is ORANGE indecision ... I tried changing the emission color of the flame in front of her yet it doesn't change anything.. Please help, what is happening?.. sad..

    WTF Skin.png
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    Post edited by Justin_Ames on
  • felisfelis Posts: 4,336

    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.

  • FishtalesFishtales Posts: 6,119
    edited November 5

    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

    Post edited by Fishtales on
  • Justin_AmesJustin_Ames Posts: 165

    The white point in tone mapping is already at the whitest it can be yet her skin is still orange.. sad

  • felisfelis Posts: 4,336

    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.

  • crosswindcrosswind Posts: 6,984

    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...

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