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Comments
If you are rendering with Sun & Sky, make sure that time, latitude/logitude and UTC offset all match your chosen location. If only one of those is wrong you're very likely to get a pitch-black scene.
Especially the UTC offset is easy to miss. That's the time difference between the lat./long. location and the default location (which is Salt Lake City).
Also, the Sun & Sky does not create any twilight as you have in the real world. When the sun is below the horizon, it's totally dark.
Don't forget to turn off your camera light, but without it, you may never see anything at all! (In OpenGL preview, relative to IRAY rendering and default lights.)
The preview which is not the IRAY preview will have absolutely zero relation, with lighting or texture, to the IRAY rendered scene. There are several factors that lead to that, but it is just something you will have to accept as a new way of thinking. Those lights for OpenGL mode are nothing like the lights in IRAY, for short.
I agree, the values they use are nowhere near being accurate or matched, because honestly, they can't be, due to limitations of OpenGL. Think of that view as nothing more than a positioning view, like an advanced form of "wire frame", or "shaded view". Secondly, try not to use the generic lighting, provided by the icons above, unless you are going to render in OpenGL mode, or 3DeLight. Those lights values will just make modeling a nightmare. Because, as you observe, they have to be turned waaay up, to be seen in IRAY, but that makes them into micro-suns in OpenGL preview. While on the reverse, if you turn them down for the preview-display, they are virtually unseen in IRAY at all.
Once you make an IRAY light source, using the emitter value on a surface, you will know exactly what settings you need to get the lighting you want. (Those are actually not right either, as when you plug-in the values for a 500-watt light, it is essentially a nightlight. Something is honestly incorrect with the lighting values.) But, once you realize that 150,000 Daz-watts = 500 Real-watts, in reality, in a render, then all will be as clear as day and you will only need to use point-lights to become dim-targets, for positioning in the GL preview window, where they will be virtually invisible in the actual IRAY render itself. Just attach your light source to the generic lighting, and your mind will be at ease.
Using values directly from lighting-measurements, which determines lights display values in a rendering-engine... You get anything BUT the expected output, unless you literally crank-up one of the values beyond real-world values. (Which kind-of defeats the purpose of having all these real-world value descriptions, when they don't match them, at all.) Lux, Lumens, lW/m, cd/m2, etc... You can select them, and they sort-of behave relative to one another, but not in absolution to numerical input. None will output/render the correct values on the screen/scene. They also have the same exact, incorrect, falloff profile, which I tested over and over. No matter what values are selected, which is just a simple squared falloff, they all have the exact same falloff. (Thus, it is impossible to correctly simulate true lighting from various real-world sources, with these settings.) The sun works fine...
https://en.wikipedia.org/wiki/Lux
Also note that the color-tone/temp of the lighting tends to be a bit on the "warm" side of reality too... 7800 in Daz is closer to 7200 in reality, while 6500 has a noticeable "red" warmth that shouldn't be there. (6500 should be pure white light, without any temperature, hot/cold. 7800 should be noticeably blue, but in Daz it is just breaking "white".)
https://en.wikipedia.org/wiki/Color_temperature
@budrudesill
And yet, the Gallery is full of well lit images. Perhaps the developers competency isn't the issue. Stusio is a tool like any other artist's tool. You know the old saying about blaming the tool.
@JD_Mortal
1 - I don't know where the camera ligh is unless maybe if I have a camera in my scene.
2 - What does Open GL mean? Like work space in 2D programs?
3 - Why is Open GL limited? 2D programs aren't. Explain.
4 - Yeah, I am using DAZ only as a posing and shaping tool, but the render has to be lighted, white balanced, and color balanced in render or it's useless.
5 - Did you mean 1500 DAZ watts (the default) or is 150,000 DAZ watts what you meant?
6 - The default DAZ color temp. is what would be sunlight. The result in render with the default is red but easily copensated for in Corel.
What makes sense to me is the camera settings. I have 50 years experience with SLR cameras and 25 years of experience with Corel. I can look at photos I've taken in my studio and I know I was using 7350 watts of hot lighs plus some sunlight filtered in from the windows. I can look at my settings on the origimal downloads and corelate them with the setting in render. However, I still get some light and shadow in Iray where they shouldn't be. The render in 3Delight is pretty good with some color adjustment in Corel.
Adjusting the lighting watts and temp look like they are worth trying. Thank you for your help and thanks to
@fastbike : You've been working with DAZ for six years. I'm sure you were such a good intuitive technician that you immediately got exelent results with your first render. I trust JD_Mortal when he says "the values they use are nowhere near being accurate or matched". There is a problem with the developers' competency as a new person just starting out can't render good images without help, And the developoers' tutorials are made with the beta version that has completely different work spaces. Same with YouTube tutorials; they're made with older versions of DAZ that have different work spaces among other problems. As for the old saying, people need to be taught how to use tools or learn by trial and error. I'll match my 2D skill against you any day.
Adjusting the lighting watts and temp look like they are worth trying. Thank you JD for your help and thanks to Fishtales for his input.