Reality is back ! (COMMERCIAL)

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  • TJohnTJohn Posts: 11,107
    edited December 1969

    I've been playing with skydome images by loading them into the IBL Sphere, and then loading them into the IBL lighting in Reality. Works a treat. :)

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    Some people think that they have less control about lightning in Reality compared to 3Delight. But that is not true. In Reality/Lux you also have full control about your lightning. The only difference is that in Reality/Lux, you control your lights in the same way as you do in real life, using real lights.

    In 3Delight you have tons of controls and sliders for your lights. This has a special reason. As it was mentioned before, lights in 3Delights are not real lights and they do not act like real lights. They are iems, to brighten your scene, acting a bit like lights, with tons of control to make them a bit more realistic. But most of these controls are unnatural and cannot be changed in real life with real life lights.
    Things like shadow softness or fall off are determined by the size and strength of the light source and the laws of physics. Reality/Lux follows these laws exactly, which gives you real life lights. They are controlable as well. Make the light source bigger for softer light and shadows, just for example.

    Have you ever seen a light in real life that has a knob or something similar to adjust the fall off distance?
    Have you ever seen a real light where you have a switch to turn off shadow casting?
    Have you ever seen a real light on which you can adjust the softness or the color of the shadows it casts?

    So, on the first sight it may seem that lights in Reality/Lux have less controls. In fact you simply control lights and shadow as you do it in real life. You simply have no sliders to change parameters that are not changable due to physics. That´s all. Luxrender knows all of those light physics and obeys them perfectly. The big advantage for us users is that we do not have to care about and fiddle around with unnatural parameter settings, just to make unnatural lights (as 3Delight uses) look a bit more realistic.

  • Amethyst25Amethyst25 Posts: 44
    edited December 1969

    tjohn said:
    I've been playing with skydome images by loading them into the IBL Sphere, and then loading them into the IBL lighting in Reality. Works a treat. :)

    I'm not quite all here this morning and the fact I'm on vacation isn't help :) But would you mind telling how you load the skydome into the sphere and in the IBL lighting in Reality?

  • TJohnTJohn Posts: 11,107
    edited December 1969

    tjohn said:
    I've been playing with skydome images by loading them into the IBL Sphere, and then loading them into the IBL lighting in Reality. Works a treat. :)

    I'm not quite all here this morning and the fact I'm on vacation isn't help :) But would you mind telling how you load the skydome into the sphere and in the IBL lighting in Reality?
    You have to have at least one object (other than the IBL sphere) in the scene for this to work
    Load the skydome into DS.
    Check the location of diffuse texture source in Surfaces tab and make note of it.
    Load that diffuse texture into the Reality IBL Sphere diffuse texture slot.
    Delete the skydome.
    Run Reality and look at the lighting pane. There will be a slot for the HDR image. Browse to the image from the skydome and load it.
    Now when you render. the image will surround the object as well as serve as IBL lighting source.
    I think. :red: :)

  • Johnny RicoJohnny Rico Posts: 64
    edited December 1969

    Pret-A-3D said:
    rusty9073, the Lips material seems OK.

    The main issue I see is with your lighting, which is probably 1000% what it should be.

    You are new to Reality so you didn't discover this yet but here is rule #1 about lighting:

    - Never use Distant Lights

    One DL will give you horrible lighting, two will completely destroy your image. Two with a truckload of spots, like in your scene, is completely shredding your image to bits. DLs are not physically realistic and a "hack" used by biased renderers. At best they make your image look ugly :)
    Lux is physically-based which means that it requires a fraction of the light sources that you use with a biased renderer like 3Delight.

    Spots are also not very useful. They are not as bad as DLs but they can be pretty bad. Used in a large quantity, as you have them in the scene, they are going to give you a biased look and take too much time to render. Please read the Reality User's Guide for useful information about lighting. A few minutes with the RUG will save you hours of trial and error.

    My advice is to delete all the lights and simply add one single mesh light.

    Render with that and see what difference it makes.

    Hope this helps.

    Thanks for your help Pret-A-3D

    I made some basic light changes and got much better results thanks to your advice. I love how you can adjust your light intensities while the render is still progressing. This is a fantastic add-on for DAZ. Thank you for making it available!

    renderlux.PNG
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  • pcicconepciccone Posts: 661
    edited December 1969

    Thank you rusty9073, it's very kind of you to say it.

    Cheers.

  • XoechZXoechZ Posts: 1,102
    edited October 2014

    Here is a quick example I have rendered. I used only 1 mesh light and a curved backdrop. I am not too satisfied with the materials, especially skin and eyes. These can be reallly tricky to set up correctly in Reality. But I have heared rumors that these things will become much easier with Reality 3 :-)
    Rendered up to about 1300 s/p, no postwork except cropping and converting to jpeg.

    reality_scene.jpg
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    Post edited by XoechZ on
  • nDelphinDelphi Posts: 1,862
    edited October 2014

    XoechZ said:
    Here is a quick example I have rendered. I used only 1 mesh light and a curved backdrop. I am not too satisfied with the materials, especially skin and eyes. These can be reallly tricky to set up correctly in Reality. But I have heared rumors that these things will become much easier with Reality 3 :-)
    Rendered up to about 1300 s/p, no postwork except cropping and converting to jpeg.

    Very nice, I wonder if we can use the HD stuff with Reality. They should look even more realistic. I haven't tried it.

    (I updated my post as I was speculating before.)

    Post edited by nDelphi on
  • cwichuracwichura Posts: 1,042
    edited December 1969

    nDelphi said:
    Very nice, I wonder if we can use the HD stuff with Reality. They should look even more realistic. I haven't tried it.

    HD morphs work fine with Reality/LuxRender. You just have to set the subdivision level appropriately on the object in Studio before calling Reality to export. I have done several renders with HD morphs exported via Reality already.

    (Most of the current HD morphs seem designed for three levels of subd, so you usually have to click the gear icon on the subd parameter to unlock it before you can increase the subd level to three.)

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    Here is another one I have just finished. 2 mesh lights as key and fill and a single color IBL. Some postwork to get more drama. Done :-)

    reality_scene.jpg
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  • kyoto kidkyoto kid Posts: 41,062
    edited October 2014

    ...well, finally got everything working right. Ended up having to go into Windows and manually create the "missing" /be target folder (as I couldn't find anything in the User Manual about how these paths and folders are set up) and the error messages stopped. .

    So OK on to rendering.

    Tried rendering with the just the Reality IBL sphere, everything except the mesh lights I created and what they illuminated was black.

    Added the Reality "Sun" and it was a total whiteout. Ended up though trial and error and error with the camera controls (again I am not even a photographer of any means so a lot of the terms go "whoosh", over my head). Finally was able to tame the brightness and got an OK (though still slightly bright) image after about 8 hrs.

    I also spent a lot of time setting up materials, which I now discover to be a big mistake:

    --Any texture I set to "Matte" (save for skin) turned out blurry and out of focus.
    --Window surfaces set to "glass" lost their reflectivity.
    --I reset the tiling of the road surface shader in Reality but that didn't change anything (appears I need to use a completely different texture map than the Shades of Life ones).
    --For some reason I could not convert the primitives I used to create the car's tail lights into mesh lights.
    --All surfaces set to "metal" turned white losing any reflectivity value and/or details.
    --None of the mesh lights I created worked (Bus headlights, tun signals, and destination marquee, as well as the monitor screen in the shelter).
    --White artefacts appear in one of the character's hair.

    I felt if I left everything set to "glossy", it would have an unnatural "shininess" to it as was indicated in the materials preview.

    Attached is a copy of the scene at 8hrs 11min.

    reality_test.png
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    Post edited by kyoto kid on
  • XoechZXoechZ Posts: 1,102
    edited December 1969

    Hello KyotoKid!

    I am really no expert, but most of your problems could be caused by wrong exposure settings and light intensities.

    You know that you can change light intensities on the fly during the render process.

    Also, what are your tone mapping settings? You get the best results by setting the tone mapper to linear and adjust the values manually.

  • pcicconepciccone Posts: 661
    edited December 1969

    Kyoto Kid said:
    ...well, finally got everything working right. Ended up having to go into Windows and manually create the "missing" /be target folder (as I couldn't find anything in the User Manual about how these paths and folders are set up) and the error messages stopped
    You can set the destination for the Reality files to be anywhere. You don't have to create any folder. Just set the location for the .lxs file and the image file to the folder that you want/

    Tried rendering with the just the Reality IBL sphere, everything except the mesh lights I created and what they illuminated was black.
    That is underexposure. Change the shutter interval and you get control over that. There is a chapter in the Reality User's Guide that shows some simple techniques for adjusting the camera exposure.

    Added the Reality "Sun" and it was a total whiteout.
    That is the opposite, over-exposure. Some points as to the previous example.

    --Any texture I set to "Matte" (save for skin) turned out blurry and out of focus.
    This is not the case. Matte or Glossy or anything else have no effect on focus.
    --Window surfaces set to "glass" lost their reflectivity.

    There are four types of glass so that depends. In any case, what was the Reflectivity color in the material? Glass is, of course, reflective but you have full control on the amount. The reflectivity color determines the amount. Set it to pure white for the maximum reflectivity.

    --For some reason I could not convert the primitives I used to create the car's tail lights into mesh lights.


    Primitives are not converted to light, materials are. You right-click on a material and then select to convert it to light.

    --All surfaces set to "metal" turned white losing any reflectivity value and/or details.


    That depends on the metal preset and how high the polish was. What did you use?

    --None of the mesh lights I created worked (Bus headlights, tun signals, and destination marquee, as well as the monitor screen in the shelter).
    What does it mean that they didn't work? Did they appear in the light editor? If so then it's probably that the lights were too dim. You can adjust them in Lux to your liking. Justy set an individual light group for each light and then you will have individual control.


    --White artefacts appear in one of the character's hair.
    That is generally render noise, if they stay in place after some time then you might have a combination of overlighting/excessive glossiness. Adjust the specular color and glossiness settyings to lower the overall shine of the material, especially if you use a powerful light source like the sun.

    Hope this helps.

  • pcicconepciccone Posts: 661
    edited December 1969

    BTW, KyotoKid, if you look at the chest of the girl on the left you can clearly see that the image is overexposed. Reduce the shutter speed or the ISO value a little bit and you will regain some saturation and definition. Also, any metallic object with high shine in the direct sunlight will look almost completely white. That is what happens in real life. You are much better off using IBL and adjust the intensity of the light and exposure to show correctly.

    Don't get discouraged, it's just a matter of a little practice. These things will become second nature in a flash.

    Cheers.

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    Here is my latest. 2 mesh lights and the stair lights converted to light sources. Reality/Lux is not only good for photorealism, you can also create images like this easily.

    reality_scene.jpg
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  • pcicconepciccone Posts: 661
    edited December 1969

    Nice one XoechZ, cool material for the suit

  • TJohnTJohn Posts: 11,107
    edited October 2014

    @KK
    My advice is to start small. The scene with the two teens is amazing, but there's so much going on you have to keep up with in the lighting, materials, etc. that it is overwhelming your learning process (I did the same thing at first).
    So...I've been working with one or two figures, a simple background or set, and one or 2 Reality provided mesh lights. I believe I'm making some progress.
    -John

    @cwichura
    These 2 images were made using Olympia 6 HD. I tried setting the subdivision to 3 levels as you suggested but it brought my computer to its knees. :lol:
    I found that the HD details showed up just fine at 2 levels of subdivision and Reality and LuxRender ran at the normal rate.

    Olympia_Jungle_Queen_CU.jpg
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    Olympia_Jungle_Queen.jpg
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    Post edited by TJohn on
  • kyoto kidkyoto kid Posts: 41,062
    edited December 1969

    ..thanks. At least I got something I could show to get an idea of what I'm seeing.

    When I tried to change the destination path in the Output tab, clicking on the "save" button on the windows pop up after choosing the target path, did nothing.

    When I originally loaded the scene in, most of the surfaces showed as "Glossy" (including cloth, metal, and skin), Wondering if I am not just getting confused between the terminology used between Daz Studio and Reality again. I'm going to set all the surfacevalue back to the defaults and try again.

    The reason why I used the Sun was I could adjust it so the angle of the shadows would match those on of the photo backdrop . The "X Rotate" is locked out for the IBL sphere and I don't see any indicators for the light direction (there are supposed to be a set of indicator arrows at the centre of the scene, correct?).

  • pcicconepciccone Posts: 661
    edited December 1969

    tjohn said:

    So...I've been working with one or two figures, a simple background or set, and one or 2 Reality provided mesh lights. I believe I'm making some progress.

    Phenomenal images John, impressive.
  • pcicconepciccone Posts: 661
    edited December 1969

    Kyoto Kid said:

    When I tried to change the destination path in the Output tab, clicking on the "save" button on the windows pop up after choosing the target path, did nothing.
    You need to enter a file name, not just select the path. You can use any file name that you want. Reality defaults to "reality_scene" but that is just to give a name. You can use anything you prefer but you need to enter a file name.


    When I originally loaded the scene in, most of the surfaces showed as "Glossy" (including cloth, metal, and skin), Wondering if I am not just getting confused between the terminology used between Daz Studio and Reality again.

    Most materials come through as Glossy. Now, Glossy doesn't mean "shiny." Glossy is a material that goes from totally dull to mirror-like shiny with all the levels in between. There are virtually infinite levels of shine possible. Since there is nothing in the Studio material that specifies the type of material Reality uses Glossy. Then you can change the material type inside Reality to anything you need.


    The reason why I used the Sun was I could adjust it so the angle of the shadows would match those on of the photo backdrop . The "X Rotate" is locked out for the IBL sphere and I don't see any indicators for the light direction (there are supposed to be a set of indicator arrows at the centre of the scene, correct?).
    You can only rotate the IBL along the Y axis. There is no "light direction" in IBL. The light, by definition, comes from all directions. IBL stands for "Image Base Lighting", so the light comes from every pixel of the image, at different levels of intensity.

    Cheers.

  • kyoto kidkyoto kid Posts: 41,062
    edited October 2014

    tjohn said:
    @KK
    My advice is to start small. The scene with the two teens is amazing, but there's so much going on you have to keep up with in the lighting, materials, etc. that it is overwhelming your learning process (I did the same thing at first).
    So...I've been working with one or two figures, a simple background or set, and one or 2 Reality provided mesh lights. I believe I'm making some progress.
    -John

    @cwichura
    These 2 images were made using Olympia 6 HD. I tried setting the subdivision to 3 levels as you suggested but it brought my computer to its knees. :lol:
    I found that the HD details showed up just fine at 2 levels of subdivision and Reality and LuxRender ran at the normal rate.


    ...the reason behind using that scene was to compare the Lux version with the 3DL one in which I pushed the surfacing and render engine limits and feel I came very close to a fairly realistic quality.
    Post edited by kyoto kid on
  • TJohnTJohn Posts: 11,107
    edited December 1969

    Kyoto Kid said:
    tjohn said:
    @KK
    My advice is to start small. The scene with the two teens is amazing, but there's so much going on you have to keep up with in the lighting, materials, etc. that it is overwhelming your learning process (I did the same thing at first).
    So...I've been working with one or two figures, a simple background or set, and one or 2 Reality provided mesh lights. I believe I'm making some progress.
    -John

    @cwichura
    These 2 images were made using Olympia 6 HD. I tried setting the subdivision to 3 levels as you suggested but it brought my computer to its knees. :lol:
    I found that the HD details showed up just fine at 2 levels of subdivision and Reality and LuxRender ran at the normal rate.


    ...the reason behind using that scene was to compare the Lux version with the 3DL one in which I pushed the surfacing and render engine limits and feel I came very close to a fairly realistic quality.
    10-4. :)
  • Robert FreiseRobert Freise Posts: 4,449
    edited December 1969

    this s another old one the only lights are the bolts from the staffs

    Sorceress_Fight.jpg
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  • XoechZXoechZ Posts: 1,102
    edited December 1969

    Pret-A-3D said:
    Nice one XoechZ, cool material for the suit

    Thank you very much!

    The material setup for the suit was really challenging for me. The original DAZ materials did not work at all (some fancy shaders I think). And after some fiddling around to make them look good, I gave up. So I deleted all the material informations in DAZ Studio. All that was left was the simple grey mesh. Then I built the suit materials from scratch inside Reality! All the suit materials are simple glossy with different values for diffuse color and specularity. The only downside is that I have lost the bump maps from the original materials, but in the case of this suit it really does not matter. I know that I could have reloaded them in Reality in the modifiers tab, but I did not because I think this way it looks good, looking like plain latex or something similar.

    The Reality plug-in is really cool! And once you get the hang of it you can simply do everything you can imagine.

  • cwichuracwichura Posts: 1,042
    edited December 1969

    tjohn said:
    These 2 images were made using Olympia 6 HD. I tried setting the subdivision to 3 levels as you suggested but it brought my computer to its knees. :lol:
    I found that the HD details showed up just fine at 2 levels of subdivision and Reality and LuxRender ran at the normal rate.

    This is a function of physical RAM, or lack thereof. The HD morphs are designed for three levels of subd, so while they work with lower subd specified, they will not have their full detail. Unfortunately, subd geometry can explode memory usage, and it sounds like going from 2->3 puts you over the border on the physical RAM in your machine. But if you're happy with the results at two levels, then no need to let that stop you... :)
  • kyoto kidkyoto kid Posts: 41,062
    edited October 2014

    ...OK second test was going along fine. Paused it to do some other work then resumed before going to bed and let it cook all night. When I pulled it up this morning to check the progress, I noticed one of the girls' skin maps had tuned completely white.

    The character in question does use Zev0's Skin Overlay tool for V4/M4 (the character uses a V4 skin map) to give her freckles. As I understand this does involve the LIE so I wonder If I needed Daz open when I resumed the render? I would think all the texture information was already loaded in the file when I initially launched the rendering so there would be no need to reopen Daz to resume the paused process. Or would there? Wouldn't want to ditch the overlay as that is the only way I can get a freckled complexion.

    A bit frustrating as everything else looks to be coming out pretty well (save for the artefacts on her hair which must be caused by the shader). Even got the mesh lights to show though had to really crank up the intensity, particularly on the bus's destination marquee.

    Settings are:

    Reality Sun w/black body temp at 5650.
    Film: 64 with no special film response selected
    Shutter 1/500
    Stop f11

    Total rendering time between the two sessions: about 9 hours.

    Tried restating with Daz open but looks like the skin map was corrupted somehow.

    Also received the following error statements when the scene was reloading

    For the screen of the monitor in the shelter :

    [2014-10-29 10:54:19 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/Screen Schedule.jpg': 1728KBytes
    [2014-10-29 10:54:19 Error: 2] Error hashing file 'C:/Users/BC Shelby/AppData/Roaming/DAZ 3D/Studio4/temp/d998.png'
    [2014-10-29 10:54:19 Error: 3] Unable to open image file 'C:/Users/BC Shelby/AppData/Roaming/DAZ 3D/Studio4/temp/d998.png'
    [2014-10-29 10:54:19 Info: 0] Memory used for imagemap 'C:/Users/BC Shelby/AppData/Roaming/DAZ 3D/Studio4/temp/d998.png': 0KBytes

    The image on the screen rendered fine with no issue.


    For the skin texture of the girl who turned white

    [2014-10-29 10:54:19 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS3V4TommiB.jpg'...
    [2014-10-29 10:54:19 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS3V4TommiB.jpg': 46875KBytes
    [2014-10-29 10:54:19 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS1V4Tommi.jpg'...
    [2014-10-29 10:54:20 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS1V4Tommi.jpg': 46875KBytes
    [2014-10-29 10:54:20 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS1V4TommiB.jpg'...
    [2014-10-29 10:54:20 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS1V4TommiB.jpg': 46875KBytes
    [2014-10-29 10:54:21 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS5V4Tommi.jpg'...
    [2014-10-29 10:54:21 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS5V4Tommi.jpg': 2929KBytes
    [2014-10-29 10:54:21 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS5V4TommiB.jpg'...
    [2014-10-29 10:54:21 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS5V4TommiB.jpg': 2929KBytes
    [2014-10-29 10:54:21 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS5V4Tommi.jpg'...
    [2014-10-29 10:54:21 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS5V4Tommi.jpg': 2929KBytes
    [2014-10-29 10:54:21 Error: 2] Error hashing file 'C:/Users/BC Shelby/AppData/Roaming/DAZ 3D/Studio4/temp/d1003.png'
    [2014-10-29 10:54:21 Error: 3] Unable to open image file 'C:/Users/BC Shelby/AppData/Roaming/DAZ 3D/Studio4/temp/d1003.png'
    [2014-10-29 10:54:21 Info: 0] Memory used for imagemap 'C:/Users/BC Shelby/AppData/Roaming/DAZ 3D/Studio4/temp/d1003.png': 0KBytes
    [2014-10-29 10:54:21 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS4V4Tommi.jpg'...
    [2014-10-29 10:54:21 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS4V4Tommi.jpg': 11718KBytes
    [2014-10-29 10:54:21 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS4V4TommiS.jpg'...
    [2014-10-29 10:54:21 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS4V4TommiS.jpg': 11718KBytes
    [2014-10-29 10:54:21 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS3V4Tommi.jpg'...
    [2014-10-29 10:54:22 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS3V4Tommi.jpg': 46875KBytes
    [2014-10-29 10:54:22 Error: 2] Error hashing file 'C:/Users/BC Shelby/AppData/Roaming/DAZ 3D/Studio4/temp/d1008.png'
    [2014-10-29 10:54:22 Error: 3] Unable to open image file 'C:/Users/BC Shelby/AppData/Roaming/DAZ 3D/Studio4/temp/d1008.png'
    [2014-10-29 10:54:22 Info: 0] Memory used for imagemap 'C:/Users/BC Shelby/AppData/Roaming/DAZ 3D/Studio4/temp/d1008.png': 0KBytes
    [2014-10-29 10:54:22 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS2V4TommiB.jpg'...
    [2014-10-29 10:54:22 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS2V4TommiB.jpg': 46875KBytes
    [2014-10-29 10:54:22 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS6V4TommiC.jpg'...
    [2014-10-29 10:54:22 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS6V4TommiC.jpg': 2929KBytes
    [2014-10-29 10:54:22 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS6V4Tommi.jpg'...
    [2014-10-29 10:54:22 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS6V4Tommi.jpg': 2929KBytes
    [2014-10-29 10:54:22 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS2V4Tommi.jpg'...
    [2014-10-29 10:54:23 Info: 0] Memory used for imagemap 'D:/DAZ 3D/Studio3/content/Runtime/textures/ThorneWorks/Tommi/TS2V4Tommi.jpg': 46875KBytes
    [2014-10-29 10:54:23 Info: 0] Loading texture: 'D:/DAZ 3D/Studio3/content/Runtime/Textures/AprilYSH/AprilOsean/aprosean_texred.jpg'...

    Only two of the skin map components had load error issues, all the rest appeared to load fine so this makes little sense. When I resumed rendering last night the skin map was fine. I even watched it for several minutes before tuning in and nothing out of the ordinary occurred.
    reality_test_stage_2.png
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    Post edited by kyoto kid on
  • cwichuracwichura Posts: 1,042
    edited December 1969

    When you use surfaces with MLIE textures, Studio creates the texture file in its temporary directory. When you close Studio, it deletes everything in the temporary directory. Thus, if you try to re-start LuxRender, it won't find the MLIE textures.

    One way to work around this is to enable the "Collect Textures" tickbox in the "Output" tab of the Reality interface. There is a slider there for texture resolution that you want to ensure is all the way to the right for "max resolution". (Having Reality reduce the resolution of your textures is primarily a feature for GPU rendering, since most GPUs have significantly less memory available to them than you have system memory.)

  • kyoto kidkyoto kid Posts: 41,062
    edited October 2014

    ...thanks for the information. Made the setting change and lunched a new process. Will pause it later, then restart again.


    ETA: Didn't get those three error messages this time.

    Post edited by kyoto kid on
  • SylvanSylvan Posts: 2,711
    edited October 2014

    Paolo, could you please take a look at this:
    http://www.daz3d.com/forums/discussion/48112/

    It occurred after I opened Reality 2.5 so I am hoping you can help out :)

    Post edited by Sylvan on
  • pcicconepciccone Posts: 661
    edited December 1969

    Esther, I'm sorry but that is not Reality-related. The crash happens in the core Studio DLL.

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