Reality 4.2 ~ Learn It ~ Chat With Paolo ~ WIPS ~ Renders Showcase!

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  • pcicconepciccone Posts: 661

    awesomefb, thank you for the kind words and the great feedback about Reality. It has been always my goal to make the program the rendering system that an artist, not a geek, would like to have :). 

    Cheers.

  • pcicconepciccone Posts: 661

    I could use some help in using the mirror shader... I've tried a couple iray mirrors, and there are flat colored.. all of the mirrors I've tried, I've also tried in Reality by changing the material to mirror .. So far only has produced the same effect, no mirror.. just a flat glossy, or matte finish.. 

    anyone? thanks.

    Right-click on the material in Reality and select "To Mirror". That's all there is to it. You will get a perfect mirror without having to do anythign else.

  • that was not the problem.... as I did solve it... it appears that some of the shaders use black on thier base, I changed to solid white and the mirror is working fine now .. infact, I have 3 I setup in the scene, with 3 different shaders, that have black as default... changed to white and they are all good now... just trying to see which has the best reflection now :)

    Ohh, and yes, on this test, I did select the shaders, and change them in reality to mirror where I set the white also as the base color.

  • FilthyAppetiteFilthyAppetite Posts: 149
    edited March 2016

    double post ... 

    deleted.

    Post edited by FilthyAppetite on
  • pcicconepciccone Posts: 661

    that was not the problem.... as I did solve it... it appears that some of the shaders use black on thier base, I changed to solid white and the mirror is working fine now .. infact, I have 3 I setup in the scene, with 3 different shaders, that have black as default... changed to white and they are all good now... just trying to see which has the best reflection now :)

    Ohh, and yes, on this test, I did select the shaders, and change them in reality to mirror where I set the white also as the base color.

    The Mirror material, like the Glass one, uses the color based on two components: the hue, or tint, and the brightness. A pure white color will not give a whitish mirror but it will provide a 100% reflection with no tint. That is generally what you want. But in certain cases you might want to create a "smoked" mirror effect. To do so you can set the color to a light grey, like 196,196,196. That will make the mirror darker and it will make the reflections less pronounced.

    Cheers.

     

  • NovicaNovica Posts: 23,887
    edited March 2016

    Okay, back to me and my IBL questions...If I don't have anything in the IBL textbox, and have the LatLong format radial button dotted (Reality>Lights...below the IBL textbox, there is a long image which if you mouseover is your LatLong, the second one is a sphere and that is the Angular Format)  then what is lighting my scene? is this IBL thing some sort of big plane/sphere and if I have a color in Environment that sphere/plane is lit by it? I am SO not getting this IBL stuff, and the more I read on it, the more confused on the Reality section I got. I know it's Image Based Lighting and the light is read from the image, but if I don't have anything in the IBL textbox, it's using the light color I put in the "Environment Color" (Same page, same IBL section) but what is it radiating FROM?  

    Every explanation I read explains the technical aspects but where exactly are these IBLS located in the scene- are they planes or spheres since i see the LatLong and the Angular Format. Help meeeeeeee....

    Post edited by Novica on
  • pcicconepciccone Posts: 661

    Hi Novica.

    If you enable the IBL and don't put anything in the image file name then the scene will be lit by a sphere enclosing your whole scene. Think of that sphere as the sky wrapping our planet. The difference is that you are basically able to change the color of the sky. Whatever color you select in the IBL editor will be the color of the surrounding environment, or "sky".

    Hope this helps.

     

  • NovicaNovica Posts: 23,887

    Yeah, I'm playing. I put 230 in the Y rotation because that's what I like to start with in Render Settings>Environment in the Studio. Getting some really pretty skies but my DOF is fuzzing them out a lot (which I want, don't get me wrong.) Is the Y rotation the only way to move the IBL or am I missing anything else?  

  • NovicaNovica Posts: 23,887

    And what are you doing up so late???!!! You're an hour ahead of me so it's going on midnight for you, isn't it?

  • pcicconepciccone Posts: 661

    Yes, it's midnight. I'm a bit of a night owl :)

    If you use IBL without a map then the rotation makes no difference. It's only used to rotate the map.

    Cheers.

  • wow, so I figured one thing out that helps alot with the nodes... and thx to you for letting me know I can render without daz being loaded..

    What that enabled me to do, was via lux render already being loaded I could connect the nodes, then start the render and it takes care of sending files out for me :)

  • FerretmaniaFerretmania Posts: 883
    pciccone said:

    One more thing about the DOF, it depends on the DOF aperture (f-stop) set in Reality. An f-stop of 8 or 11 will give you no noticeable effect. To get part of the image blurry, you will need to open the lens more, and that means f4 or f2.8, or even f2. This is, of course, what happens in nature. Lastly, the focal length will play a role too. A long lens, between 80 and 300mm, will be blurrier than a wide lens, for example 20-40mm.

    Cheers.

    Thanks. I thought I'd seen some settings somewhere related to DOF, I just couldn't remember where lol 

  • pcicconepciccone Posts: 661

    wow, so I figured one thing out that helps alot with the nodes... and thx to you for letting me know I can render without daz being loaded..

    What that enabled me to do, was via lux render already being loaded I could connect the nodes, then start the render and it takes care of sending files out for me :)

    Yes, there is nothing much to do than to run the luxconsole program. Glad that you like it.

     

  • FilthyAppetiteFilthyAppetite Posts: 149
    edited March 2016

    currently trying to fix out why one node is faster then the other..

    node 1 - AMD 940 -4core@ 3.0gz 6gb Ram DDR2 System - Running Fine

    Node 2 - AMD 965 -4core@ 3.4gz 16GB Ram DDR3 System - Running Slow

    node 3 - AMD 8350 -8Core @ 4.7gz 32GB Ram DDR3 System - Running Fine

    node 4 - AMD 955 -4core @ 3.2gz 8GB Ram DDR2 System - Not Fully tested

    node 5 - AMD FX6300 -6core @ 4.1gz 8GB Ram DDR3 System - Not Fully tested

    node 6 and Main PC - 4790k -4core @ 4gz 32gb RAm DDR3 Systems - Running Fine

    All Nodes running Windows 10 64bit Home

    Node 1 is faster then node 2 despite it being older. Node 3 is running just fine. The other nodes I havent fired up yet and tested properly as they are in other rooms and my inital problems with running nodes has kept me from using them... but with just running Luxrender by itself, it'll make that more of an option.

    Also waiting for more material presets in Reality, I have used some.. and have made some of my own so far due to a problem with Iray Shaders... even the built in ones in daz sometimes only transfer to Reality as a white surface.. one material in question was BlackGranite.. By far most seem to work without problem.

    That and I mentioned before, I'm use to applying the uber enviroment base to my surfaces, and sometimes in reality it'll turn the material into a blank white.. I havent really had time to test if Iray or 3Delight materials are better, but coming from Iray.. iray shaders have always been more realistic then 3delight in my experience.

    Post edited by FilthyAppetite on
  • pcicconepciccone Posts: 661

    If you are planning to render the scene using Reality then focus on using the Reality Material Editor, which will give you quicker results and will allow you to use the material preview for a quick check of the result before the final render. I would not use the Uber shaders. In general, you will get better, faster results by using the simpler shaders in Studio because Reality really don'es need complex setups. Given that it uses stricly Physics-Based materials, once you have the right Diffuse, Specular, Bump/Normal maps you are at a very good point.

    Can't comment on the speed of the nodes, too many local factors can contribute.

  • Great discussion folks!

    So I learned that my main problem was lacking familiarity with Iray.  I went back and discovered that the setup I was loading had an HDRI for environment lighting as well as the other lights.  So I took the scene into the reality editor and added the HDRI image for IBL plus converted the Iray "emissive" materials into lights for lux/reality.  I tried to approximate the light settings but was not sure since Iray uses lumens and lux/reality uses watts so I'm not 100% sure I got it right.  I'm still getting low lighting so I think something isn't quite right with the settings...  I'm not sure what a good setting for intensity on the IBL would be, when I use the default of 1 it is too low so I bumped it up to 25 with decent results but I'm still not sure.  Also I am not sure if the HDRI is LatLong or Angular format so could that be affecting lighting?  It is set for LatLong currently and I can test with angular.  Another question re: lights would be how do the settings Gain, Power (watts) and Efficiency work?  I kind of understand Power(watts) but the other two I'm not sure on.

     

  • NovicaNovica Posts: 23,887

    Greymouser69- do you rename the group in Reality for each light so that you get individual sliders over in L.R.? (LuxRender) In the Light tab, click on your mesh light/spot light whatever, then in Light Group, name it (I keep the same name that I named it in the studio, say Mesh Front, Mesh Side, etc)  Then in the Light section in L.R. you can move those sliders individually, they won't be one big group. 

  • NovicaNovica Posts: 23,887
    pciccone said:

    If you are planning to render the scene using Reality then focus on using the Reality Material Editor, which will give you quicker results and will allow you to use the material preview for a quick check of the result before the final render. I would not use the Uber shaders. In general, you will get better, faster results by using the simpler shaders in Studio because Reality really don'es need complex setups. Given that it uses stricly Physics-Based materials, once you have the right Diffuse, Specular, Bump/Normal maps you are at a very good point.

    Can't comment on the speed of the nodes, too many local factors can contribute.

    Can you have your development team look into why some of the Iray ones aren't working though?  When I asked if Iray worked in Reality, you said it did- are there some things that don't then?  For example, Reality doesn't have a wood material, so that really is one aspect that has to work in Iray. I did test the Nature Shaders and the wood did okay, I really increased the bump though.  What I'm saying is we invested money in those Iray products and understandably want to be able to use them.

  • Good point Novica, no I didn't they are all grouped as "mesh light" so I need to take a look at that, but I think I'm getting closer results now...  IBL intensity set to 50 on lux render below

    lux render IBL at 50Iray "out of the box"

    I'm still not sure where the sphere by his feet is coming from in lux but the hair looks much better than in Iray heh.

  • pcicconepciccone Posts: 661
    Novica said:
    pciccone said:
    Can you have your development team look into why some of the Iray ones aren't working though?  When I asked if Iray worked in Reality, you said it did- are there some things that don't then?  For example, Reality doesn't have a wood material, so that really is one aspect that has to work in Iray. I did test the Nature Shaders and the wood did okay, I really increased the bump though.  What I'm saying is we invested money in those Iray products and understandably want to be able to use them.

    I am the development "team" :)

    We have to make a distinction here. When I said that iRay shaders work I meant for things like skin. If the shader uses some procedural system to create textures then that is specific of the renderer. Procedurals don't usually translate from one renderer to another. Having said so, if you give me a link to a product, I can look into it.

    Cheers.

  • pcicconepciccone Posts: 661

    as well as the other lights.  So I took the scene into the reality editor and added the HDRI image for IBL plus converted the Iray "emissive" materials into lights for lux/reality.  I tried to approximate the light settings but was not sure since Iray uses lumens and lux/reality uses watts so I'm not 100% sure I got it right.  I'm still getting low lighting so I think something isn't quite right with the settings...  I'm not sure what a good setting for intensity on the IBL would be, when I use the default of 1 it is too low so I bumped it up to 25 with decent results but I'm still not sure.  Also I am not sure if the HDRI is LatLong or Angular format so could that be affecting lighting?  It is set for LatLong currently and I can test with angular.  Another question re: lights would be how do the settings Gain, Power (watts) and Efficiency work?  I kind of understand Power(watts) but the other two I'm not sure on.

    I do think that you will be better off without trying to match things. Instead, light a scene as you would like and then adjust the settings in Reality and Lux. For exmple, there is no "god settings" for IBL. You add the map, render and adjust the exposure. What you need to know is how to adjust the exposure in a manual camera. I give some advice in the TUG, and you can find quick exposure tutorials on the web. 

    About LatLong vs Angular, if your IBL map is rectangular then it's LatLong.

    Hope this helps.

     

  • NovicaNovica Posts: 23,887
    pciccone said:

    I am the development "team" :)

    We have to make a distinction here. When I said that iRay shaders work I meant for things like skin. If the shader uses some procedural system to create textures then that is specific of the renderer. Procedurals don't usually translate from one renderer to another. Having said so, if you give me a link to a product, I can look into it.

    Cheers.

    LOL, then I hope you pay yourself well!!  You had said, " I asked the developers to unify the two aperture settings but they are not keen on doing that. I hope to find a solution to it on my side, at some point." So that's why I thought there were other developers.  You'd have to ask the OP which shaders didn't work, I haven't run into that yet. 

    Can you explain the difference in Reality>Materials (then click on an item and it's submenu opens to the line under it, click on that) >down to the section below which has a Modifiers tab. I thought I read in RUG (users guide) that Micro-facets smoothed the edges? Is that right, and if so, how is that different than the Smooth Surface? (right next to it)

  • NovicaNovica Posts: 23,887

    Paolo, what's your opinion on LatLong vs Angular IBLs? Do you have a preference? Is Angular indeed a sphere? 

  • Lighting Problems

    IBL Problems - I've notice that I'm getting odd directional light from an IBL image, The image is an ocean scene, Malibu. It's being used in a backdrop to provide a daylight effect into a room.. The image is angled down, so I can see the water line, beach etc... Thus making the image i'm seeing mostly blue.. I have the corresponding .hdr image loaded as the light source.. The problem being is that inside the room, the light is actually traving up from the view outside the window, so the blue water is lighting my ceiling blue.. Dunno why this is.  I can adjust the slider, until it's removed but it makes the image map seem to dark.. 

    Light Groups... I dont see where to change or make a light group name for individual sliders like where commented above.

  • NovicaNovica Posts: 23,887
    edited March 2016

    You're in luck, I'm monitoring the thread right now and it's the ONLY thing I can help with, lol. Go into REALITY, not L.R and in the Lights pane/tab click on a light, say Mesh 1. Down below in Gain / Power Watts / Efficiency / LIGHT GROUP   there is a text box under that, which is the name for your light group. Whatever you have selected above, it will rename that one. So if you have Mesh 1 selected above, type in Mesh 1 in the text box, it becomes it's own slider over in L.R.  (You can rename it whatever you want, I name my lights over in Studio to make sense so whatever I have them over there, I keep the same in Reality. I like to do Mesh Front, Mesh FrontLeft, MeshLeft, etc.) 

    Post edited by Novica on
  • pcicconepciccone Posts: 661
    Novica said:
    pciccone said:

     

     I asked the developers to unify the two aperture settings but they are not keen on doing that. I hope to find a solution to it on my side, at some point." So that's why I thought there were other developers.  

    I see. I meant the LuxRender developers. For Reality there is just me.

    Novica said:

    Can you explain the difference in Reality>Materials (then click on an item and it's submenu opens to the line under it, click on that) >down to the section below which has a Modifiers tab. I thought I read in RUG (users guide) that Micro-facets smoothed the edges? Is that right, and if so, how is that different than the Smooth Surface? (right next to it)

    The Modifiers tab holds three geometry-modification channels: Bump map, Displacement--with the connected subdivision--and light emission. Subdivision smooths out the geometry because it creates--subdivides--smaller polygons from the larger one. If your base geometry uses large polys then it will not curve smoothly. If you divide each poly into 4 smaller ones, what subdivision does, then you have smoother lines.

    Having said so, there are two types of subdivisions in Lux: standard--aka "loop" subdivision--and microfaceted. The microfaceted subd is only flat-shaded. In other words, the faces of each polygon are always rendered flat, not bent. That makes it a good candidate for rocks and other objects but not for smooth surfaces. The stardard subd is better for smoothing out a surface because it can curve the poygons in addition to subdividing them.

    Hope this helps.

     

  • pcicconepciccone Posts: 661

    Lighting Problems

    IBL Problems - I've notice that I'm getting odd directional light from an IBL image, The image is an ocean scene, Malibu. It's being used in a backdrop to provide a daylight effect into a room.. The image is angled down, so I can see the water line, beach etc... Thus making the image i'm seeing mostly blue.. I have the corresponding .hdr image loaded as the light source.. The problem being is that inside the room, the light is actually traving up from the view outside the window, so the blue water is lighting my ceiling blue.. Dunno why this is.  I can adjust the slider, until it's removed but it makes the image map seem to dark.. 

    Light Groups... I dont see where to change or make a light group name for individual sliders like where commented above.

    Please provide a couple of images to show whet the issue is. Light groups are in the Light editor. Please refer to the RUG for details.

     

  • I would of provided images, it's just atm.. I'm totally in the testing phase for reality.. i'm loading scenes I already did in Iray and just rendering them up to compare, making changes as needed, etc... so far, it is obviously way better at lighting in Reality... as for materials, Im working quick.. just fixing what I can... mostly doing comparisons.. and I must admit, I am just letting Reality use the default name system, so I really havent saved anything yet, just overwriting the previous renders... 

    I will try to be more selective about it, if there is a problem that the answer seems to need a picture I will try to remember to atleast get a screen grab... as I mov on quickly from scene to scene re-learning what I had to figure out in Iray.. shadows, techniques, etc. , as I am still new to Daz ingeneral.. 

  • pcicconepciccone Posts: 661

    We will not judge your images :) Posting them for tech support is perfectly fine, no matter how rough they are :)

    Cheers.

  • Here is one I was working on, testing out the lighting and shaders... I moved out from it to test out another scene, so yea.. it's rough, and I forgot I renamed this one trying to do lighting tests... as mentioned above this is one that was giving me the blue tint on the ceiling, so I turned down the IBL light.. which made it darker outside, and a little brighter inside.. as scene by the chick on the bed... like she was getting over exposed..

    But like I said, I'm working on different ones right now, so I do not know at what progress this file was saved, or where I left off with it.. but I am impressed over it's Iray counter part.

    reality_scene2.jpg
    1920 x 1080 - 804K
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