3Delight Laboratory Thread: tips, questions, experiments

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  • RAMWolffRAMWolff Posts: 10,249
    RAMWolff said:

    I renamed it then to AWE Strand Bases Hair.dsa and modified one of wowies other hair icons to go with it.  

    I think it can be used on polygonal hair aswell, and of course I'm going to test it on anythinglaugh

    yes

  • wowiewowie Posts: 2,029
    edited September 2019
    RAMWolff said:

    Question... in the older files there are a bunch of hair presets.... how will those be affected but the new AWE Hair.dsa? 

    You mean the aweSurface hair presets? They are for traditional transmapped hair. This new shader is for strandbased hair.

    Let me correct that.

    You shouldn't use the AWE Surface hair presets with this shader. The new shader is a completely different shader. It is for poly based (opacity/transparency mapped hair). It should be useable with strand based hair, but I've never tested it extensively.

    One thing I forgot to add - this shader should only be used with DS 4.8 onwards since it relies on bug fixes included in 3delight 12. I'll try back porting it (and fixing some bugs I saw) in the next few days.

    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    edited September 2019
    wowie said:
    RAMWolff said:

    Question... in the older files there are a bunch of hair presets.... how will those be affected but the new AWE Hair.dsa? 

    You mean the aweSurface hair presets? They are for traditional transmapped hair. This new shader is for strandbased hair.

    Let me correct that.

    You shouldn't use the AWE Surface hair presets with this shader. The new shader is a completely different shader. It is for poly based (opacity/transparency mapped hair). It should be useable with strand based hair, but I've never tested it extensively.

    Ah ok, my bad! Tks for clearing that up!

    Sorry RAMWolff;)

    Post edited by Sven Dullah on
  • RAMWolffRAMWolff Posts: 10,249

    OK, so your not 100% sure it will work with the strand based hair.  BUT one shouldn't use this new shader with the older hair AWE shaders..... so will the older ones be updated to work with the new one or .....?  

  • wowiewowie Posts: 2,029
    RAMWolff said:

    OK, so your not 100% sure it will work with the strand based hair.  BUT one shouldn't use this new shader with the older hair AWE shaders..... so will the older ones be updated to work with the new one or .....?  

    No. The older ones are to be used with AWE Surface. Obviously, the new shader will need new presets.

  • RAMWolffRAMWolff Posts: 10,249

    Ah, OK.  

  • Sven DullahSven Dullah Posts: 7,621

    First testrender with the AWE Hair shader:

  • wowiewowie Posts: 2,029
    edited October 2019

    Here's mine. The usual setup - 8x8 pixel samples, 1024 irradiance samples with adaptive sampling enabled.

    12 minutes 5.58 seconds

    10 minutes 26.5 seconds - no environment, just a single emitter placed behind the figure. So most of the visible surfaces are indirectly lit.

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    10 minutes 26.5 seconds.jpg
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    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621

    So AWE Hairshader works perfectly well on fibermesh, quick testrender...

  • RAMWolffRAMWolff Posts: 10,249

    WOW... very cool! 

  • Blackbirdx61Blackbirdx61 Posts: 300
    edited January 2020

    Whiskey for 3D Delight

    Not sure if This Belongs here or on its own Thread; but does anyone know where I can find a Decent Prop/Shader for presenting a Glass of Whiskey, (and or Wine). I do ok with 3Delight and much prefer it; I'm still using DAZ 4.7 as my primary 3D Program; but whenever I try to do a Bar scene, the Drinks look aweful beside the other assets. And the only good looking props I've been able to find are for IRAY.

    I did recently download the current version of DAZ and tried out a Nice IRAY whiskey asset I own, (I had hoped to adapt it) after 50 minutes the Render was at 8% and totally Grainy. If I'm lucky by this time tomorrow I might have a passible render. I simply dont have the time to work that slowly. It's one of the reasons I prefer 3Delight. I always get an acceptable, for me, result in less than an hour.

    Any Help, Guidance would be much appreciated. BB.

    Btw, Sven/Wowie, just Gorgeous work upthread. TY for sharing. Its quite the inspiration.

     

     

    Post edited by Blackbirdx61 on
  • carrie58carrie58 Posts: 4,029

    Blackbird have you tried SickleYeilds ' Iray to 3Delight converter?

  • Sven DullahSven Dullah Posts: 7,621

    Whiskey for 3D Delight

    Not sure if This Belongs here or on its own Thread; but does anyone know where I can find a Decent Prop/Shader for presenting a Glass of Whiskey, (and or Wine). I do ok with 3Delight and much prefer it; I'm still using DAZ 4.7 as my primary 3D Program; but whenever I try to do a Bar scene, the Drinks look aweful beside the other assets. And the only good looking props I've been able to find are for IRAY.

    I did recently download the current version of DAZ and tried out a Nice IRAY whiskey asset I own, (I had hoped to adapt it) after 50 minutes the Render was at 8% and totally Grainy. If I'm lucky by this time tomorrow I might have a passible render. I simply dont have the time to work that slowly. It's one of the reasons I prefer 3Delight. I always get an acceptable, for me, result in less than an hour.

    Any Help, Guidance would be much appreciated. BB.

    Btw, Sven/Wowie, just Gorgeous work upthread. TY for sharing. Its quite the inspiration.

     

     

    If you have a prop with a glass surface and a liquid surface, shouldn't be to hard to make it look descent, doesn't matter if it's IRay or 3DL. Just select both surfaces and the prop, apply the DS default shader. Set "multipy specular through opacity" to off. Set specular color to pure white (or almost), set lighting model to plastic or glossy plastic, set glossiness to +90%, set reflection strength to about 70%, make sure no map is inserted in reflection color, set it to pure white. For the liquid, set refraction strength to 100% and index of refraction to 1.3 or so. Refraction color controls the liquid color. You can set diffuse color to a dark grey and diffuse strength to about 50% for both the glass and the liquid. Maybe tint the glass a bit green. Depending on the shape of the glass you may or may not want to use refraction on it...try IoR of 1.5 with refraction strength at 100%. There are other shaders you could use, or other ways of doing it...let us know if this helps;)

  • Blackbirdx61Blackbirdx61 Posts: 300
    edited January 2020
    carrie58 said:

    Blackbird have you tried SickleYeilds ' Iray to 3Delight converter

    Yes Carrie I have, so far I just have gotten a Block out of it; not much different from what I got trying by hand a few weeks ago.

    @Sevn TY much for your Guidance. I'll definately try those settings tomorrow. Will post back Tue, let you all know how this is coming. The help is much appreicated. I work very long shifts so my creative time is limited; it might take me a few days to get back to a reply; but I am interested and appreicative of your input. TY both for your help so far. BB.

     

    Post edited by Blackbirdx61 on
  • GafftheHorseGafftheHorse Posts: 567
    edited February 2020

    Hi

    Been fiddling rather a lot with the Awe shaders lately.

    Managed to sort most issues and work out settings myself consulting the manual or trial and error.

    I've exhausted myself trying to figure out why some objects/surfaces come up black in render whatever I do.

    Floor, table, vases are all from the Vikkie176 Tiles 2-Mosaic shader set. There was a wall too, but  gave up trying to convert the material on that to Awe as i ran into the same, err, wall. Vases worked easy, just by applying Awe base shader and tweaking, floor, same. Table top, nope. Tried using shader cleaner and building from Awe base shader and base dialectic.

    It's just a collection of image maps. Diffuse, normal, bump, etc. Same as the wall and the sofas, I've tried copying the working surfaces and changing the maps to no avail.

    Same problem on the rug. Trying to use JG Homestyle2 rug image maps. Thought originally it was due to the opacity mask to make the plane primitive circular, but nope.

    Spent all weekend on this scene, and entire afternoon getting my head round transmission for the translucent curtains and lightshade - and those I found head-scratchers, more complex than the usual simple 1 slider opacity.

     

    Can anyone help/advise?

    Edit : Darn. Thought I had licked the issue by using 'multiply Specualr through opacity' (or something to that effect) on - seemed to work on another image.

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    Post edited by GafftheHorse on
  • wowiewowie Posts: 2,029
    edited March 2020
    Can anyone help/advise?

    Edit : Darn. Thought I had licked the issue by using 'multiply Specualr through opacity' (or something to that effect) on - seemed to work on another image.

    Maybe toggling 'Use Face Forward'? If that works, it means the normals are on the wrong side. Might also try disabling displacement.

    Post edited by wowie on
  • GafftheHorseGafftheHorse Posts: 567
    edited March 2020
    wowie said:
    Can anyone help/advise?

    Edit : Darn. Thought I had licked the issue by using 'multiply Specualr through opacity' (or something to that effect) on - seemed to work on another image.

    Maybe toggling 'Use Face Forward'? If that works, it means the normals are on the wrong side. Might also try disabling displacement.

    Thanks Wowie

    Yep, 'Use Face Forward' fixed it.

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    Post edited by GafftheHorse on
  • wowiewowie Posts: 2,029
    edited March 2020

    Thanks Wowie

    Yep, 'Use Face Forward' fixed it.

    Yeah, I thought so which makes me really sad actually.

    Anyway, that looks like a simple enough prop, so you can just flip it upside down so you have the correct face showing up. For walls or something more complex, you can use the geometry editor to flip the offending polygons. Once you've edited it, be sure to save the asset with a different name so you can just load the corrected asset instead of the original one.

    In most cases, DAZ Studio will show backward facing normals as black in the viewport even if you have the diffuse (or base) color white. Once flipped, you should be seeing the expected color in renders and viewport without having to enable 'Use Face Forward'.

    badnormals2.jpg
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    Post edited by wowie on
  • wowie said:

    Thanks Wowie

    Yep, 'Use Face Forward' fixed it.

    Yeah, I thought so which makes me really sad actually.

    Anyway, that looks like a simple enough prop, so you can just flip it upside down so you have the correct face showing up. For walls or something more complex, you can use the geometry editor to flip the offending polygons. Once you've edited it, be sure to save the asset with a different name so you can just load the corrected asset instead of the original one.

    In most cases, DAZ Studio will show backward facing normals as black in the viewport even if you have the diffuse (or base) color white. Once flipped, you should be seeing the expected color in renders and viewport without having to enable 'Use Face Forward'.

    The tables tops, certainly, will need a geometry edit...

    But the rug, I'm more than half certain is just a Daz plain primitive with the JG rug (from Homestyle2 shader pack) texture maps applied to it.

     - I wasn't aware plain primitives had a right way up as I've not been careful with orientation on creation (can never remember what primary axis is what way round).

     

  • wowiewowie Posts: 2,029

    The tables tops, certainly, will need a geometry edit...

    But the rug, I'm more than half certain is just a Daz plain primitive with the JG rug (from Homestyle2 shader pack) texture maps applied to it.

     - I wasn't aware plain primitives had a right way up as I've not been careful with orientation on creation (can never remember what primary axis is what way round).

    Only for planes, actually which is expected. Most DAZ shaders (probably vendors too) basically use Renderman Shading Language faceforward () call to force normals so that they always face the camera. The problem is that this will cause problems with certain stuff (ie subsurface) and performance hit with diffuse + translucency if the shader writer isn't careful when doing raytracing. Who thought that me sticking to industry practices will cause problems with DS. laugh

    Easily avoided if everything is modelled the 'physically accurate' way - with proper thickness instead of infinitely thin polys.

  • ed3Ded3D Posts: 2,293

    _ interesting  subject _

  • Hi everyone, I am new to Daz here, so i hope you guys all don't mind to answer my noob questions.

    Short story, I had my first render here using Iray, but it took me like 2 hours to finish the render. So, as for now, I'd like to learn abit more about 3Delight. I have an issue about my renders result, it looks so different with iray renders. My 3Delight renders be like; pale character, no detailed background. (pictures attached below; 1] using Nvidia Iray enigine; 2] using 3Delight engine)

    After some quick research on internet, I tried using IBL Master, GI Dome Iray. Yet, I still got no luck. 

    So, I believe that this is the right place to find the solution for this, on how to render a good scene using 3Delight untill the result looks as if we are using Iray Engine.

    Thank you all.

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  • Mustakettu85Mustakettu85 Posts: 2,933

    Hi everyone, I am new to Daz here, so i hope you guys all don't mind to answer my noob questions.

    Short story...

    how to render a good scene using 3Delight untill the result looks as if we are using Iray Engine.

    Hi there,

    Short story: in order to achieve these results you will have to invest time and effort and learn to use wowie's aweSurface and lights. Out-of-the-box, by 2020 standards, 3Delight support in vanilla DS and the majority of store products is basically non-existent.

  • Hi everyone, I am new to Daz here, so i hope you guys all don't mind to answer my noob questions.

    Short story, I had my first render here using Iray, but it took me like 2 hours to finish the render. So, as for now, I'd like to learn abit more about 3Delight. I have an issue about my renders result, it looks so different with iray renders. My 3Delight renders be like; pale character, no detailed background. (pictures attached below; 1] using Nvidia Iray enigine; 2] using 3Delight engine)

    After some quick research on internet, I tried using IBL Master, GI Dome Iray. Yet, I still got no luck. 

    So, I believe that this is the right place to find the solution for this, on how to render a good scene using 3Delight untill the result looks as if we are using Iray Engine.

    Thank you all.

    @davidbean449

    Hi.

    3Delight doesn't use the same shaders as Iray, and while Daz Studio does a pretty good job of converting any 3Delight materials to iray on the fly when you hit render, I don't think as much attention went into Iray to 3Delight material conversion when you press render on 3Delight.

    So if you just switched from Iray to 3Delight and hit render between your two renders, that's probably the reason, especially if a lot of the lighting is provided by emissive surfaces rather than standard DS lights (point, spot, distant lights).

    There is the RSSY Iray to 3Delight conversion tool (in the Daz shop) which will help - but you'll still need to tweak the lighting a good bit probably. If you don't have this product, you can select all items in the scene tab and surfaces and apply the 'DS Default' shader - might work for many surfaces, but some will need fixing manually.

    3Delight is a totally different engine to Iray, so the results will not be at all comparable (although using IBL Master and switching Gamma Correction to on:2.20 in Render settings will help).

    Awe Shaders with scripted 3Delight will get much, much better results than regular 3Delight, but the material conversion is a good deal more manual.

    If you are intending to flip about between (regular) 3delight and Iray, Gidome is quite good product, as it has both 3delight and iray versions, and IBL Master is even better as it also works on both render engines.

  • RAMWolffRAMWolff Posts: 10,249

    Thanks for pointing out GI Dome.  I've been working in Poser lately and have struggled with getting good lighting in there, esp trying to use HDRI's as the setup still alludes me but found that GI Dome Holes is set up for Bryce, Carrara, Uber and Poser.  Instant buy!  

    https://www.daz3d.com/gidome-holes-full

  • RAMWolff said:

    Thanks for pointing out GI Dome.  I've been working in Poser lately and have struggled with getting good lighting in there, esp trying to use HDRI's as the setup still alludes me but found that GI Dome Holes is set up for Bryce, Carrara, Uber and Poser.  Instant buy!  

    https://www.daz3d.com/gidome-holes-full

    Ah, yes. I'd forgotten about that product. The one I assume op was referring to was this one. I think it only has presets for 3Delight and Iray.

  • wowiewowie Posts: 2,029
    edited August 2020

    Hi everyone, I am new to Daz here, so i hope you guys all don't mind to answer my noob questions.

    Short story, I had my first render here using Iray, but it took me like 2 hours to finish the render. So, as for now, I'd like to learn abit more about 3Delight. I have an issue about my renders result, it looks so different with iray renders. My 3Delight renders be like; pale character, no detailed background. (pictures attached below; 1] using Nvidia Iray enigine; 2] using 3Delight engine)

    After some quick research on internet, I tried using IBL Master, GI Dome Iray. Yet, I still got no luck. 

    So, I believe that this is the right place to find the solution for this, on how to render a good scene using 3Delight untill the result looks as if we are using Iray Engine.

    Thank you all.

    3delight is capable of producing similar output, but sadly not with what DAZ provides out of the box.

    Quick tests (15 to 20 min in render time) with dev builds of AWE Surface/Hair. There are floor and background, but I hid it from the camera.

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    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    edited August 2020

    A heads up for the awe users; Wowie says the new updated awe Shading kit will be available for DL from his google drive within the week.

     

    Post edited by Sven Dullah on
  • Hi! Does Anyone knows, how to simulate F/Stop camera effect in 3Delight without turning actual F/Stop on? Some sort of blurred panels maybe. It is hard to tune camera in 3Delight it has really poor options. Or maybe there is some addon that makes 3Delight camera more customisable?

  • You mean depth of field? Render with a transparent background, add background and blur in post? What exactly are you trying to do?

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