Lighting and Render Settings for Indoor Scenes

I need some Guidance Regarding Lights. Please suggest some Good and Fast Lights for Daz Studio, with easy setup and good results, especially for indoor scenes.

Also, Some Suggestions on Render Settings, where I get no Noise Grains. When I Do Scenes, with 2 or max 3 characters and it takes almost 1 or 2 hours. for an Image of 800*1200.

My PC Configuration

CPU: AMD Ryzen 5 3600

GPU: Nvidia 1660 With 6GB RAM

RAM: 32 GB DD4 3200Mhz

Comments

  • PerttiAPerttiA Posts: 10,024

    The reason for 1-2 hour renders is probably that you have run out of VRAM, check your log to see if GPU or CPU is doing the work.

    Attached my render settings, lights and their placement on the scene (the primitive ball marks the world center).

    Progressive.JPG
    572 x 416 - 53K
    Filter.JPG
    571 x 335 - 42K
    ToneMap.JPG
    573 x 614 - 64K
    Environment.JPG
    573 x 534 - 57K
    Spot1.JPG
    571 x 594 - 47K
    Spot2.JPG
    571 x 592 - 46K
    Spot3.JPG
    572 x 596 - 52K
    Placement.JPG
    644 x 546 - 32K
  • Thank You. I will take a look into this and then post the outcome.

     

  • I tried the Render setting and I will say, I notice improvement. I will check the light setup soon.

    Thanks

  • I would also recommend checking your scene for emitter objects like light bulbs in lamps, ceiling lights, etc.  Sculpted emitters can be crazy expensive to render in Iray, as each facet of the object can be a separate ray emitter.  Iray has to calculate all that.

    One trick I use is to go through a scene, setting the Emisston color in the Surfaces tab of all built-in emitter objects and lights to black ( 0,0,0 ).

    Then, I create a small primitive plane object with 2 divisions.  I set it to be an light emitter in the Emission parameter of the Surface tab to white or whatever color.  I then move the emiiter plane to the lamp or other object, parent it to the lamp, then scale it appropriately and set the lumen value to work well in the scene.

    The result can be *dramatically* reduced render times, compared with a scene full of sculpted emitters.

     

  • PerttiA said:

    The reason for 1-2 hour renders is probably that you have run out of VRAM, check your log to see if GPU or CPU is doing the work.

    Attached my render settings, lights and their placement on the scene (the primitive ball marks the world center).

    Interesting - I tried similar setup just now.  I don't understand the higher Kelvin settings (over 6500) and slight tan/reddish light color.    

    Is this to offset something in the default or a personal preference?

    It looks fine with those render and tone-mapping settings.  

    Thanks!

     

  • PerttiAPerttiA Posts: 10,024

    PsychoNaut said:

    PerttiA said:

    The reason for 1-2 hour renders is probably that you have run out of VRAM, check your log to see if GPU or CPU is doing the work.

    Attached my render settings, lights and their placement on the scene (the primitive ball marks the world center).

    Interesting - I tried similar setup just now.  I don't understand the higher Kelvin settings (over 6500) and slight tan/reddish light color.    

    Is this to offset something in the default or a personal preference?

    It looks fine with those render and tone-mapping settings.  

    Thanks!

    Found a chart for Kelvin values in https://www.daz3d.com/forums/discussion/comment/7132941/#Comment_7132941 I don't remember anymore, where I came up with those values and why. Those settings are my default settings as I mostly do interior scenes and they have worked quite well for the past ~4 years.

    I have given the lights a slight tint, because otherwise the characters with their default materials tend to look grayish in my eyes.

    What is important to realize with interior scenes, is that the DS default resndering settings are meant for very bright outdoor scenes and if one uses those settings with interior scenes, one needs to flood the scene with multitude of lights, each cranked up to ridicilous values, which also may result in increased rendering time and VRAM usage.

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