eliminating speckles from emissive primitive renders
VicS
Posts: 1,273
I was wondering if there is anyone who has come up with any way to take out those speckles left by the emiisive primitives, i usually use spheres which leave less speckles than the cylinder does but they all usually leave the spekles
2021-02-25_234632.png
1981 x 1516 - 5M
Comments
gets worse when its dark out
Did you turn off the Glossiness for the Primitive?
Thanks Fishtales, that didnt work but i did just put cutoff with a couple of extra zeros to .000001 and no more spekles(at least in this render-you got me thinking thanks!!
heres an image with surface settings, did i turn off all the glossiness?
Have you considered using a spot light instead of a primitive?
Create a spot light point it to your figure, Change the light geometry to a sphere. Resize the sphore to you liking. Adjust the luminous flux to your liking.
Next : Turn Render Emitter off
The light geometry disappear, but the luminance is still there. Just like a ghost light....without the speckles
Just for reference: One with an emissive sphere, the other with an emissive plane.
You will see the faint speckles in these images. vs none with the spotlight with the sphere light geometry (Rectangle, and Disc are also available with the spot light).
i tried spot lite many times but have trouble with them and then they dont make the shadows like the emissives do or am i not knowing how to make the shadows look good with the spots?
i just find the emssives so much easier to use
sometimes there are speckles-95% of the time setting cutoff to .0000001 or so gets rid of em
i use the emmsisves becasue i cant get a good render like shown in second image no matter what lites i use, purchased or created , with the emmisives at leaast i have the interesting shadows going on so the render does look pleasing but especially the skin is really notjing compared to someone who knows what there doing like Sickleyields renders or any other artist who sells there stuff on the site
ive gotten advice, none of it has made too much of a difference, I cannot make renders like the published artitst and the only reason i got daz like 7 years ago was so i can make redners look so good also what a huge dissapoiontment, but i still love the program enough that i keep using it!
but emmisives or spots-i know great looking renders are made with neither just using sky or dome only-
my renders are washed out compared
second redner is from the daz site not mine (Obviously )cause thats the good stuff right there
I was just to ask about the splash. :)
I started using Daz Studio a little over 3 yrs ago.
The spotlight default light geometry is a point light. A point light gives very harsh shadows. Swith the light geometry to a Disc or a rectangle and increase the size. the larger the size the softer the shadows The reason why you see softshadows in emissive is the same.
In the second render, I think the artist might have used a plug-in callded 'Fluidos'
Emissive lights work virtually the same as a diffused light on a film set, which is why you see so many people hanging china ball lamps everywhere or putting big sheets of diffusion in front of lights. It's very soft and envelops the subject so nicely. You're not going to get it to look that way with a spotlight in Daz as you've found with the way shadows look. Maybe what could work is if you set up a bounce board opposite the light and have the light shine directly on the bounce board to reflect back you could get a nice soft light, I haven't tried it but it could work in theory.
I pretty much stopped using spotlights and only use emissive planes and spheres now once I realized what they were replicating and ever since 4.14, I can't render anything without those speckles if I do just a plain render. For whatever reason, you have to use the post denoiser and then they'll go away every single time. I hope this gets fixed in a future update, but this is the only workaround I've found.
0.0000001 is the limit as you mention above. But in your original you had 0.0001
Do you actually have an example where setting your ghost light to 0.0000001 resulted in fireflies?
I used 0.00000000001 with specular rendering mode on, you'll have to turn up your characters translucency settings to 95-100% and ideally set your transmission to 254-254-254 in order to properly see the SSS effect, but yeah, no spots here!
sometimes i still got the speckles depending on what color was in back of the emmisive lite- but vast majority i dont get any since i put the cutoff so low with both denoiser on or off
are anyones renders here like those of Fluidos or Sickle yield's? if yeah can you show me some renders
Takezo, where do I set the transmission to 254-254-254 ? thanks
Sorry for the delayed response, this forum needs an alert system for when someone responds to your quote like other advanced forum formats!
NOTE: 99-99-99 = 254-254-254
EDIT: Also set your translucency to 95-100% in order to see the effect with spec rendering...
same here on the response,
thanks takezo
You are very welcome, I'm glad that I could help!
Now, i'm really lost, It has been too long since i have used the spheres, now when i try again if i set the sphere to low opactiy the lite also becomes very dim, this didnt happen before
so back to the start-how do use an emisive light and make it invisible while the primitive will still shine the light at the luminance strength it is set to?
itried to simply open old files where it had worked good but all my files that i worked forever on have all dissapeared from the machine or i could have used those spheres from old files
i know i made this work in the past
What you have used is reffered to as a ghost light.
NVidia considered that behavior a bug and fixed it.
You can still get it to work but you must crank up the luminocity with the reciproc of the cutout oppacity value.
There is also a new method to create ghost lights, set as a stickied post. It currently uses some special scripts, that at some point in time should be integrated in DS.
yeah i was going to ask if they changed it-but that saved me more time, thank you
You can still get it to work but you must crank up the luminocity with the reciproc of the cutout oppacity value.
can you please show me a sceen shot example - i havee tried anything i could thing of already
There is also a new method to create ghost lights, set as a stickied post. It currently uses some special scripts, that at some point in time should be integrated in DS.
is there a link to any info or the script for this?
thanks
can someone tell me how to highlight what someone wrote and post it the way Fekis has done just now
If you search the forums for 'ghost lights' you will find several threads.
The one with the solution for the new method is https://www.daz3d.com/forums/discussion/609556/creating-a-ghost-light-daz-studio-4-21-1-26#latest
thank you
thread looiks good
Execute the "Add Iray Visible to Primary Rays Property" script
i did a search for this, cant find it, where is the script found and how do i execute the script? have never done one before
The scripts are attached to the post.
ok yeah i thought those where somehting else,
how to run the script or a script?
the script is applied to the item or works over all in daz?
never did a script before
thanks
You can copy the scripts to your scripts folder in a DS library, so you can find them in the Content Library, and you can run them by clicking them.
You can make a custom action of a scripts, so it comes up in your menu.
Whether a scripts target one object depends on what is written in the script, but it would usually target what you have selected.
I can't remember if I actually have used these scripts, just know of their existence.
Rob has a fairly detailed guide how to use them in his post.
i am using a different script from the one's on Rob's post , using the new daz version, the emisive lites can be made invisible but now when i want to use an emisive light that i dont want invisible in the same scene with the invisible emisive lightsi cant get the visible emisive to put forth any light