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DAZ Installer keeps dling and installing 4.7 even though I did everything stated to get 4.8 to test.
I just had the same problem, but this
http://www.daz3d.com/forums/viewreply/804902/
earlier post (# 528, third post on this page) of Iainsd helped me to solve it. In particular, I had to enable "public build" in the DIM settings.
They don't work, because they're made to work in 3Delight, not Iray.
It's a major difference in the way lighting works — 3Delight has to fake real-world lighting, with workarounds like the AoA Advanced lights. Iray, on the other hand, doesn't have to fake anything, it just does real-world lighting. It's a completely different way of lighting your scene, so we'll all have to re-learn how to do it if we want to use Iray.
Don't forget, though, Iray is only the new default render setting; you can still change back to 3Delight, and all the lighting sets in your content and techniques you've learned will still work.
I am aware, but what I am trying to do is learn how to get the lighting I like in the new system... its like having ridden a bike all your life then learning a unicycle :P
I am aware, but what I am trying to do is learn how to get the lighting I like in the new system... its like having ridden a bike all your life then learning a unicycle :P
Ambient lights...an attempt to mimic 'global illumination'.
3DL only has light if you set that light by way of a light shader. Iray is capable of global illumination by telling it that the environment has light...just like the real world.
Now, just like the real world, that light has to come from somewhere. Outdoor environments are easy...the light is just 'there'...the sun/sky/etc. Interiors need something...a window to let outside light in, a fire or other light source.
Since Iray doesn't do fake ambient lights you need to create 'real' lights...either area lights to simulate windows/softboxes/large ceiling lights with diffusers/etc, use a 'portals' function (almost all PBRs have one) that designates certain geometry as being a transparent, light transmitting material or use photometric lights, just like a real room. But once there is light...the ambient part takes care of itself. The light will bounce around in the room and, if given enough time (low light can mean very long convergence times) you'll end up with something that mathematically is equivalent to that actual environment under that actual light...all the bells and whistles included...color bleeding, AO, etc.
Now the thing to remember about the photometric lights...they, if set up correctly, will behave just like their real counterparts, so scale becomes very important. Just like it's very difficult to adequately light a 400 sq ft room with one 40W bulb (actually, that should probably be a 3200 cubic foot room 20 x 20 x 8), it will be just as hard to light a 400 sq ft scaled room with one photometric point light. Real-world falloff is a harsh mistress...
Useful tip: Examine a lighting design program or catalog/home improvement store lighting department/find a friendly lighting professional and see what they recommend for both number of lamps and range of intensities to light some average size rooms.
It is actually harder, unless done strictly to real world terms to light an interior with a PBR than it is to do an outdoor environment...just slap up a good HDR and you are set to go (or use the sun/sky simulator). Interiors...you have to set up 'real' lights or make windows...electrician or carpenter...take your pick.
On the other hand, interiors, you can look around a house and go 'ok, where are my lamps? I'll do that.'
Is there a way to fix this? or maybe I'm probably doing something wrong, the same parameters are applied to the SKIN set of textures but for some reason when rendering appears like splitted (shoulders and torso)
it is recurrent in Genesis 2, with Aiko3 no problem there.
This looks like the Top Coat Textures or settings aren't matching somehow, as the specular highlights aren't acting the same for the arms and the torso
Mostly...but most typical houses are actually under lit...
Oh, yeah, for lighting interiors, we really do need to start thinking in terms of volume. Because of the falloff, if you place a light in a room with a ten foot high ceiling, four feet from the floor, the light will be stronger on the floor than ceiling. Of course, the opposite is true...an 'omnidirectional' light closer to the ceiling will make it brighter than the floor.
I may have missed earlier discussion, but it looks like Environment channel will only do intelligent lighting if you use a HDR or EXR file.
Oooooh. That would explain all this failure.
Downloading GIMP and hoping it will help...
Dang it, GIMP won't do HDR or EXR either.
Any free options for image apps that will deal with EXR or HDR?
Well, this is new. I'm going to look over the settings on that (supposed-to-be) Mirror Ball. It was working the last time I had used it, some time ago. I'm realy sure I had simply used the 'Chrome' Iray shader on that (when I made the thing months back). Oh, and yes, this is after a fresh reboot after the first run, here.
http://www.daz3d.com/forums/viewreply/810797/
If it is not a setting that got messed up with the surface somehow, It has Got to be that Nvidia Gaming Driver update from last week (about or so ago).
(EDIT2)
Is This not the settings in Iray for a mirror??? OOPS, MY bad!
It was hidden mess in the scene tab, many balls for 3delight and Iray. :red:
...try rendering in CPU mode.
Also, check your tiling rate.
For mirrors I usually use the Iray Silver shader.
Welp, let me say, I'm glad I bought Carrara a while back, after all... I can easily generate landscapes and render them spherically, and I THINK I can then pipe that through Picturenaut to make EXR files that Studio Iray can use.
Woo
I've got this 'Stupid' "Experience" thing in this computer, and there is No way to roll back the driver with it..
Now I must deal with this today. Not part of my plan.
...could you simply go to the Nvidia site and download the previous drivers from there?
As I don't do any gaming at all, there is no point in having that service.
Can I also uninstall all that PhysX Junk I've never used, or dose Iray in Daz Studio need that?
...not sure if it or any other application uses it for animation. Carrara has soft body and particle physics so left it installed just in case.
Never had it cause a conflict.
Unless Iray explicitly for Daz Studio needs it... I know for a fact EagleCAD and SonarX1 don't use it, lol.
Fldigi, Tina-Ti, EZNEC, OpenOffice, Nvu, Winamp, Gimp, Irfanview, ... It's all CPU only stuff.
I thought that PhysX thing was inside the driver, not a separate part. Otherwise I would have never put it in this computer when I built it last year. When I downloaded the driver for that 8600GT, it put ALL this stuff in here. Or was it the motherboard M5A97 (shrugging arms).
Just saw this in the change log...
Added a Primary Axis option to the Create Primitive dialog; allows a user to reorient the geometry of a primitive such that what is historically assigned to Y+ can be assigned to 1 of 6 explicit directions - i.e. X|Y|Z +|-
...so simple yet so nice!
I just had the same problem, but this
http://www.daz3d.com/forums/viewreply/804902/
earlier post (# 528, third post on this page) of Iainsd helped me to solve it. In particular, I had to enable "public build" in the DIM settings.THANKS!
YAY. This is a good thing!
Because often times props are not following that, they come in with their rotations messed up and once they are saved they are kinda stuck like that regardless of how you try to fix them. Says they are zero rotation but they are not. Just how they were saved out. This will allow the end user to reassign the proper zero rotations to the prop and save it back out if they desire. I've run into this many times before so YES this is a good thing!
I am aware, but what I am trying to do is learn how to get the lighting I like in the new system... its like having ridden a bike all your life then learning a unicycle :P
Ambient lights...an attempt to mimic 'global illumination'.
3DL only has light if you set that light by way of a light shader. Iray is capable of global illumination by telling it that the environment has light...just like the real world.
Now, just like the real world, that light has to come from somewhere. Outdoor environments are easy...the light is just 'there'...the sun/sky/etc. Interiors need something...a window to let outside light in, a fire or other light source.
Since Iray doesn't do fake ambient lights you need to create 'real' lights...either area lights to simulate windows/softboxes/large ceiling lights with diffusers/etc, use a 'portals' function (almost all PBRs have one) that designates certain geometry as being a transparent, light transmitting material or use photometric lights, just like a real room. But once there is light...the ambient part takes care of itself. The light will bounce around in the room and, if given enough time (low light can mean very long convergence times) you'll end up with something that mathematically is equivalent to that actual environment under that actual light...all the bells and whistles included...color bleeding, AO, etc.
Now the thing to remember about the photometric lights...they, if set up correctly, will behave just like their real counterparts, so scale becomes very important. Just like it's very difficult to adequately light a 400 sq ft room with one 40W bulb (actually, that should probably be a 3200 cubic foot room 20 x 20 x 8), it will be just as hard to light a 400 sq ft scaled room with one photometric point light. Real-world falloff is a harsh mistress...
Useful tip: Examine a lighting design program or catalog/home improvement store lighting department/find a friendly lighting professional and see what they recommend for both number of lamps and range of intensities to light some average size rooms.
It is actually harder, unless done strictly to real world terms to light an interior with a PBR than it is to do an outdoor environment...just slap up a good HDR and you are set to go (or use the sun/sky simulator). Interiors...you have to set up 'real' lights or make windows...electrician or carpenter...take your pick.
Good advice. However you're still missing something. Our pupils dilate in lower light so it's not enough to set up 'actual' lighting, we have to fiddle camera settings as well to simulate our own eyes reactions or the room will be way too dark even with 'real' lighting.
Yeah, I didn't go into that part...
But goes with what I've posted elsewhere.
Grab a camera, turn OFF all the automatic settings and spend time taking a lot of pictures. The eyes/camera link becomes very apparent then. Getting to know what a camera needs to be set at by what our eyes are 'saying' as opposed to some automatic setting goes a long way to setting up a render...especially one that is for a 'photorealistic' renderer (one that's simulating 'real' cameras).
Can I also uninstall all that PhysX Junk I've never used, or dose Iray in Daz Studio need that?
Hi, can you 100% recommend driver version 347.88? I haven't been able to use Iray GPU rendering on my PC because my driver is very very old (the PC I use for DS rendering is not internet connected, so I tend to work on "if it ain't broke ..." basis) I was about to update to the latest driver when I spotted these posts about problems.
The 347.88 works nicely for me and my old rig w/GT 730, you may avoid the 350.12 version, I can't nail it but IMO it does some strange things f.e. raising up the time needed to render in comparision with the 347.88 Driver.
Hopefully when 4.8 gets released we get a "Game Ready Driver for DAZ Studio Iradium". ;-)
Thanks, Stefan!
This thread seems to be very much focused on Iray, but, what about 3Delight and DS itself!? How is anyone getting on with these in 4.8!? This is what interests me about 4.8.
CHEERS!
I'm still mostly using 3Delight its fine in 4.8, I think it is a bit faster but besides that its seems the same as it was - oh one other thing PWToon now renders without green shadows when using more than 1 light.