3Delight Laboratory Thread: tips, questions, experiments

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  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    Rogerbee said:

    You'd get a mess as they are not the same UV's, this is G2 and not Genesis.

    Nope, the devs didn't take that bit of fun out. DUF presets auto-copy UVs between compatible figures.

    Here's a G2F with my G2M preset and a G2M with the V6 one. Play on =D

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  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    wowie said:
    Pixel filtering is just a hack anyway.

    Well, I wouldn't be that harsh. It's an art in itself =)

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    wowie said:
    I generally don't use them, particularly since most HD morphs don't really look that good. I still prefer using displacement for details.

    I find HD great for hands and veins, which are two things very important for me, and it's nice to have the UV-independent detail. I have recently bought the HD add-on to the Genesis aging morphs, this might prove to be useful as well in small doses, we'll see. Other than that, I agree HD morphs aren't that groundbreaking.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    Rogerbee said:

    I'm using your Raytracer Extra HQ script, always have since I got RTK. The renderer option for Progressive is at 0 which I assume is the equivalent to turning it off in ordinary 3Delight.

    Not if you mean "DS default render setting" by "ordinary 3Delight".
    DS calls the REYES/hybrid hider by default. My scripts call the raytracer. These are basically two different renderers.
    // it's half the reason why the scripts are actually a thing - to have easy access to the raytracer without progressive mode //

    Rogerbee said:
    Wowie was doing all his tests with progressive on which wouldn't be comparable to RTK with the script I'm using.

    Progressive mode is just a mode of the raytracer hider (this is why enabling "progressive" in the render settings can "magically" increase render speed - because it's a switch to the raytracer, in fact). I can't recall ATM if the build we have in 4.8 is the one where both modes converge to the same result without time penalty, but even if they don't, the time penalty has always been a few percent at most, and the only meaningful visible difference is the box filter enforced in the progressive mode.

    So basically, you both are running the same hider, just with small differences. The comparisons should be valid.

    Don't pay too much attention to the background. I had to turn 'cast shadows' off on the building as it was casting a shadow on the cyclorama behind it making it look like a backdrop.)

    Try this trick on the cyclorama: put its colour maps in the ambient channel and turn diffuse off. Then it will accept no shadows. Same as the "background" plane included in the kit.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Progressive mode is just a mode of the raytracer hider (this is why enabling "progressive" in the render settings can "magically" increase render speed - because it's a switch to the raytracer, in fact). I can't recall ATM if the build we have in 4.8 is the one where both modes converge to the same result without time penalty, but even if they don't, the time penalty has always been a few percent at most, and the only meaningful visible difference is the box filter enforced in the progressive mode.

    So basically, you both are running the same hider, just with small differences. The comparisons should be valid.

    I think that's the next build...11.0.131...we have 11.0.130, if I recall.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    mjc1016 said:

    I think that's the next build...11.0.131...we have 11.0.130, if I recall.

    Yup, we have the 130 one currently.

    Have you noticed the 12.0.3 standalone is already up?

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Rogerbee said:

    I'm using your Raytracer Extra HQ script, always have since I got RTK. The renderer option for Progressive is at 0 which I assume is the equivalent to turning it off in ordinary 3Delight.

    Not if you mean "DS default render setting" by "ordinary 3Delight".
    DS calls the REYES/hybrid hider by default. My scripts call the raytracer. These are basically two different renderers.
    // it's half the reason why the scripts are actually a thing - to have easy access to the raytracer without progressive mode //

    Rogerbee said:
    Wowie was doing all his tests with progressive on which wouldn't be comparable to RTK with the script I'm using.

    Progressive mode is just a mode of the raytracer hider (this is why enabling "progressive" in the render settings can "magically" increase render speed - because it's a switch to the raytracer, in fact). I can't recall ATM if the build we have in 4.8 is the one where both modes converge to the same result without time penalty, but even if they don't, the time penalty has always been a few percent at most, and the only meaningful visible difference is the box filter enforced in the progressive mode.

    So basically, you both are running the same hider, just with small differences. The comparisons should be valid.

    Don't pay too much attention to the background. I had to turn 'cast shadows' off on the building as it was casting a shadow on the cyclorama behind it making it look like a backdrop.)

    Try this trick on the cyclorama: put its colour maps in the ambient channel and turn diffuse off. Then it will accept no shadows. Same as the "background" plane included in the kit.

    What I was talking about is that in ordinary 3Delight, renders take a lot longer with progressive turned off. With yours progressive is set to zero, which is off. Wowie was testing render times with progressive rendering on in ordinary 3Delight, so it would always have been quicker than yours. If he'd tested ordinary 3Delight with progressive on then the render times would have been longer than yours. So, by that measure his tests weren't correct because he should have turned progressive rendering off for a fairer comparison.

    I realised something else, I hadn't compiled Radium Cornea, so I did so and have tried it on Dave and Borius. The settings are your defaults and I've no idea how it's supposed to look so I'll let you be the judge. I set it on both the cornea and eye reflection.

    CHEERS!

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  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    wowie said:
    I generally don't use them, particularly since most HD morphs don't really look that good. I still prefer using displacement for details.

    I find HD great for hands and veins, which are two things very important for me, and it's nice to have the UV-independent detail. I have recently bought the HD add-on to the Genesis aging morphs, this might prove to be useful as well in small doses, we'll see. Other than that, I agree HD morphs aren't that groundbreaking.

    You do get a lot more detail with HD morphs which aren't reliant on bump or displacement maps. If you look at Borius all that detail is the HD morphs.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Oh, the issue with the cyclorama was the building was casting shadows onto it, I turned cast shadows off on the building and it solved it.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited June 2015

    Here's Anna in HD,

    I didn't realise till it rendered just how much the dress matches the background, it's a freebie and only has one texture.

    CHEERS!

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    Post edited by Rogerbee on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited June 2015

    Rogerbee said:

    What I was talking about is that in ordinary 3Delight, renders take a lot longer with progressive turned off. With yours progressive is set to zero, which is off. Wowie was testing render times with progressive rendering on in ordinary 3Delight, so it would always have been quicker than yours. If he'd tested ordinary 3Delight with progressive on then the render times would have been longer than yours. So, by that measure his tests weren't correct because he should have turned progressive rendering off for a fairer comparison.

    I realised something else, I hadn't compiled Radium Cornea, so I did so and have tried it on Dave and Borius. The settings are your defaults and I've no idea how it's supposed to look so I'll let you be the judge. I set it on both the cornea and eye reflection.

    Rogerbee dear, there is no 'ordinary 3Delight'.

    Could you please listen closely because this is important to understand.

    There is a REYES-based hider and a raytrace hider. A 'hider' means something like 'module'. They are two 'incarnations' of 3Delight. Either-or.

    Only the raytracer has progressive mode and IPR.

    DS default render pane calls: the REYES module when 'progressive' is not checked; the raytracer when it is checked.

    My scripts always call the raytracer, regardless of progressive. It does not matter. Wowie was right.

    As for RadiumCornea. It's a refractive shader. The eye reflection surface has no thickness; the RefleCoats were designed for those cases to be faster. My presets include my suggested values for both.

    But you should tweak values to see if you can achieve the look _you_ have in mind, and then let me know if you were successful and what could be changed for ease of use, what should be put in the docs, etc.

    As for disabling shadows on the building, this is very non-physical and could potentially lead to problems. I would advise against it. The ambient background trick is more universal. It will not even emit light if you use UberSurface and disable "occlusion" (GI, in our case) on the ambient surface.

    Post edited by Mustakettu85 on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Ok, it was the REYES module that I meant then. When working with HD it would have always been that which I used as I'd never really worked with HD with progressive on before.

    The ambient background trick would still have meant that the building would have cast shadows onto the cyclorama which was the effect I didn't want as I was trying to make a backdrop not look like one.

    CHEERS!

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    Rogerbee said:

    The ambient background trick would still have meant that the building would have cast shadows onto the cyclorama which was the effect I didn't want as I was trying to make a backdrop not look like one.

    Ambient does no shading = it does not receive shadows. It 'counters' them. You will have your backdrop unaffected by any lighting (and consequently, shadow casting) in your scene.

    Would you please try advice before dismissing it? Here's a detailed how-to in case it's my fault and I am unable to express my idea in 'normal' words.

    1. Select your backdrop mesh in the scene tab. It can be a plane, a sphere, a cyclorama, anything you just stick a photo on.
    2. In the surfaces tab or with the surface selection tool, select the surfaces of your backdrop.
    3. Go to your library, locate the UberSurface loading DUF, Ctrl-click, choose 'ignore maps'. Now the surfaces are using UberSurface.
    Keep them all selected for now.
    4. Turn diffuse off and ambient on. Check ambient colour (should be white) and strength (should be 100%)
    5. Find "Occlusion" and turn it off.
    6. Now, if all the surfaces use the same diffuse map, just load it into the ambient colour. If various diffuse maps are used, load them in ambient per-surface.
    // I'll need to make a script for that //
    7. Now you have your 'invisible to shadows' backdrop.

    As it is said in the docs, with 'traditional' DS lights you could just turn 'accept shadows' off, but I haven't figired out how it's implemented, so it won't work with my lights. Sorry.
    But the ambient trick works with any lights.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    PS Rogerbee, I hope you will be able to post your 'cross-dressing' tests soon, so that it would be possible for me to say what creates the nostril thing you encounter with G2F; if it's something wrong in the female presets of mine (then G2M should display the same issue with these presets applied AND G2F with male presets should display no issue) or if it's something else.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Rogerbee said:

    The ambient background trick would still have meant that the building would have cast shadows onto the cyclorama which was the effect I didn't want as I was trying to make a backdrop not look like one.

    Ambient does no shading = it does not receive shadows. It 'counters' them. You will have your backdrop unaffected by any lighting (and consequently, shadow casting) in your scene.

    Would you please try advice before dismissing it? Here's a detailed how-to in case it's my fault and I am unable to express my idea in 'normal' words.

    1. Select your backdrop mesh in the scene tab. It can be a plane, a sphere, a cyclorama, anything you just stick a photo on.
    2. In the surfaces tab or with the surface selection tool, select the surfaces of your backdrop.
    3. Go to your library, locate the UberSurface loading DUF, Ctrl-click, choose 'ignore maps'. Now the surfaces are using UberSurface.
    Keep them all selected for now.
    4. Turn diffuse off and ambient on. Check ambient colour (should be white) and strength (should be 100%)
    5. Find "Occlusion" and turn it off.
    6. Now, if all the surfaces use the same diffuse map, just load it into the ambient colour. If various diffuse maps are used, load them in ambient per-surface.
    // I'll need to make a script for that //
    7. Now you have your 'invisible to shadows' backdrop.

    As it is said in the docs, with 'traditional' DS lights you could just turn 'accept shadows' off, but I haven't figired out how it's implemented, so it won't work with my lights. Sorry.
    But the ambient trick works with any lights.

    Ok, fine, I'll check it out.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    PS Rogerbee, I hope you will be able to post your 'cross-dressing' tests soon, so that it would be possible for me to say what creates the nostril thing you encounter with G2F; if it's something wrong in the female presets of mine (then G2M should display the same issue with these presets applied AND G2F with male presets should display no issue) or if it's something else.

    I think it was the lights that were doing it, if you look at that render of Anna you can see that it doesn't happen. It seems that the Simple Phys lights in combination with the Delight GHDRI work better with the shader as it hasn't occurred since I started using them. The lights I used before were from the Fantasy set which weren't really designed to work with the shader.

    CHEERS!

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    It's not a UV or shader/preset.

    There has to be some geometric cause...I've seen it with different shaders, different morphs, different skins. But not all angles....

    Here's a shot of my SSS shader and Bree skin...

    ssstest.jpg
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  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Mmm, so I see, I guess you notice it more with different lights then. One for Daz and not us it might seem...

    CHEERS!

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Rogerbee said:

    Mmm, so I see, I guess you notice it more with different lights then. One for Daz and not us it might seem...

    CHEERS!

    And angles...

    It's much more noticeable looking 'up'.

  • wowiewowie Posts: 2,029
    edited June 2015

    mjc1016 said:
    [
    And angles...

    It's much more noticeable looking 'up'.

    Have you tried turning off SSS for the nostrils part? And maybe turning down diffuse/specular strength too?

    Something a friend told me about
    http://gl.ict.usc.edu/Research/SkinStretch/

    Post edited by wowie on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    mjc1016 said:
    Rogerbee said:

    Mmm, so I see, I guess you notice it more with different lights then. One for Daz and not us it might seem...

    CHEERS!

    And angles...

    It's much more noticeable looking 'up'.

    I don't know, the first one of Anna that I did on the previous page is looking up and you don't see it there. @wowie: MJ already said that it's not a shader or texture issue, so why would adjusting anything there make any difference!?

    CHEERS!

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    The nostril shader on my render is the DS Default...matte lighting model. I've been comparing the geometry in Blender and there is a difference between the G2F and G2M nostrils...not sure if it's enough of one to cause it, but it does exist. And in Blender, even without the textures applied there are two 'bright' spots in each nostril. That usually indicates a vertex that's not lined up the surrounding ones...often, tucked slightly under or pulled over a nearby edge. I'm guessing that shaping G2F's nose pulled a couple of vertices out of line and they are now doing 'odd things'.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Yeah, sounds plausible. So, there must be a fix one can do. I've got Blender but wouldn't know where to start at all.

    CHEERS!

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Rogerbee said:

    Yeah, sounds plausible. So, there must be a fix one can do. I've got Blender but wouldn't know where to start at all.

    CHEERS!

    Should probably put in a ticket...because the fix should come from the DAZ side of things...because this does affect more than one character...and shows up with several texture/morph combos.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Sounds like a plan. I'd get in quick as they're bound to update the Essentials if a new release of DS goes live.

    CHEERS!

  • SpitSpit Posts: 2,342
    edited December 1969

    Out of curiosity does anyone know what the cause was for the glowing nostrils in Poser in earlier times? It was so common that it was a running joke and a lot of people learned to do postwork just because of it. I don't really remember if the problem carried over to the earlier versions of Studio.

  • wowiewowie Posts: 2,029
    edited June 2015

    Rogerbee said:
    MJ already said that it's not a shader or texture issue, so why would adjusting anything there make any difference!?

    Because I generally saw the problem go away by turning off SSS.

    You generally get glowing nostrils because:
    1. Light is not casting shadows (includes specular only light). Or shadow strength is set to low. - Solution - make sure all lights cast (raytraced) shadows, Generally stick to 100% shadow strength.
    2. UE is set to ambient only. Or Occlusion strength is set to low. - Solution - use at least AO with soft shadows. Even with Max Trace Distance set to low values, it will still help. Or raise occlusion strength if that's the culprit.
    3. SSS is enabled on the nostrils surface zone - Solutin - disable SSS on the nostrils.
    4. The edge hack with Kettu's Radium shader (without enabling the cavity override). - Solution - disable Edge or enable the cavity override.
    5. Ambient is enabled. - Solution - disable ambient (0% strength, 0,0,0 color).

    I've tested most of G2F head shapes (G2F, Gia, Victoria, Giselle, Lilith, Mei Lin, Monique, Olympia, Stephanie, Josie, Aiko, Belle, Callie, Girl and Keiko) and can't reproduce the problem.

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    Post edited by wowie on
  • RogerbeeRogerbee Posts: 4,460
    edited June 2015

    What is being used in the 3rd render, that is what we were talking about. If you've tried solving it there then it hasn't worked. Also, none of the rest of us have said we were using UE, I'm not. So, I don't necessarily think that your pet SSS is what is at fault here. Let MJC submit his ticket and see what comes from it. I do appreciate that you may be trying to help solve the issue, but sometimes you also complicate it. MJC seems to have tested and ruled out shaders and lighting anyway.

    CHEERS!

    Post edited by Rogerbee on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Anyhow, onto what I've been busy on,

    Here's Darius 6 HD with RTK and Radium at play. I wasn't as impressed with the HD detailing here as I was when Smay used it with Boris. I did have the SubD set to 3 as well. I have also used Kettu's ambient background trick on the cyclorama, so I am learning stuff here.

    CHEERS!

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  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Spit said:
    Out of curiosity does anyone know what the cause was for the glowing nostrils in Poser in earlier times? It was so common that it was a running joke and a lot of people learned to do postwork just because of it. I don't really remember if the problem carried over to the earlier versions of Studio.

    Not offhand no, but I do know there was a lot of discussion about it. Try looking on the Renderosity forums and see what you find there.

    CHEERS!

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