Having a difficult time to blur and use uberlight

Hi guys, sorry again for posting but I'm trying to learn daz 3D studio and I'm really having a difficult time understanding the blur and uberlight. For the blur, I think I know how to adjust the camera then turn on the depth of field already but the thing is how will I see the effect? Do I have to render it and wait for minutes just to see if I blurred the right part that I want to blur? Also do you his recommend just using photoshop in blurring bec I feel like it's much easier that way or do you guys think that the effect of blurring in daz is much better than photoshop? For the uberlight, I found a tutorial on this but it's just too detailed and complicated for me to understand and the images posted that shows which buttons to click aren't even clear even after I opened the image on a new tab, if I'm right uberlight is used to make glowing objects isn't it? Or to make objects emit light like fire etc? I searched glowing objects daz3d on google and uberlight came out. I hope you guys can help me understanding and doing these things, kindly explain it as concise and as simple as possible. I hope you guys understand.

Comments

  • BeeMKayBeeMKay Posts: 7,019
    edited November 2016

    Uberlight: That only works in 3Delight. Are you using 3Delight render Engine, or Iray? Depending on, the procedures are different.

    If you are using Iray, The Iray Ueber Emissive Shader is used. Please check out this thread: http://www.daz3d.com/forums/discussion/110771/natural-iray-lighning-for-rooms

    In the ninth post from the top, I have set up a very simple emissive light for a room. If you want to light panels, the procedure is similar, but I'd have to add a few images here in this thread.

    The Blur: You will see the effect only in the actual render, but you can determine the zone without the render. The important dials are Focal Distance and fstop. Focal Distant is the "area of highest sharpness". fstop tells the system how "thick" that area of sharpness is, kind of like a slice of bread. Select the camera in the Scene tab. Switch to "Perspective View" (while the camera is still selected, this is important or it won't work!). The Perspective View now shows you the camera and DOF plains. The little ball shows the focal distance, and you can see the squares moving closer or further apart where everything is sharp. You'll get the hang of it pretty quickly. smiley (Image shoplifted from http://www.daz3d.com/forums/discussion/56928/iray-camera-wierdness-depth-of-field-take-note

    Post edited by BeeMKay on
  • unknownmystery445unknownmystery445 Posts: 414
    edited November 2016
    BeeMKay said:

    Uberlight: That only works in 3Delight. Are you using 3Delight render Engine, or Iray? Depending on, the procedures are different.

    If you are using Iray, The Iray Ueber Emissive Shader is used. Please check out this thread: http://www.daz3d.com/forums/discussion/110771/natural-iray-lighning-for-rooms

    In the ninth post from the top, I have set up a very simple emissive light for a room. If you want to light panels, the procedure is similar, but I'd have to add a few images here in this thread.

    The Blur: You will see the effect only in the actual render, but you can determine the zone without the render. The important dials are Focal Distance and fstop. Focal Distant is the "area of highest sharpness". fstop tells the system how "thick" that area of sharpness is, kind of like a slice of bread. Select the camera in the Scene tab. Switch to "Perspective View" (while the camera is still selected, this is important or it won't work!). The Perspective View now shows you the camera and DOF plains. The little ball shows the focal distance, and you can see the squares moving closer or further apart where everything is sharp. You'll get the hang of it pretty quickly. smiley (Image shoplifted from http://www.daz3d.com/forums/discussion/56928/iray-camera-wierdness-depth-of-field-take-note

    Thank you for explaining the terms as simple as possible now I really understand the focal distant and fstop. I attached an image and is that correct? When I tried rendering it, it didnt really blur also can I ask more If it's okay :) how do you make the blurred part even more blurred? Like how can you adjust the intensity of the "blurness"? And what's the lens thickness? Also can you kindly explain to me the terms in the display section of the camera? Like the focal point scale, sight line opacity etc? By the way for the uberlight I'm using iray so can you teach me how to make an object glow and/or emit light like how a fire does in iray? I've read somewhere that glowing and emitting light are different. Thanks :)

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    Post edited by unknownmystery445 on
  • BeeMKayBeeMKay Posts: 7,019

    You can increase the blurriness by making the "slice" smaller (using a lower fstop number). Howerver, this may lead to part of your figure getting blurry, so the question is, how much blurriness do you need for the background? 

    For the emissive prop, please check out this thread: http://www.daz3d.com/forums/discussion/102491/making-a-prop-emissive 

    Post number 10 has a very good explanation by barbuit. If this doesn't work for you, let me know and I'll whip up something. That may take a few hours as I'm, nor at my render PC at the moment.

    For the camera questions, I'll try as best as I can, but it will also have to be later. Sorry!

  • BeeMKay said:

    You can increase the blurriness by making the "slice" smaller (using a lower fstop number). Howerver, this may lead to part of your figure getting blurry, so the question is, how much blurriness do you need for the background? 

    For the emissive prop, please check out this thread: http://www.daz3d.com/forums/discussion/102491/making-a-prop-emissive 

    Post number 10 has a very good explanation by barbuit. If this doesn't work for you, let me know and I'll whip up something. That may take a few hours as I'm, nor at my render PC at the moment.

    For the camera questions, I'll try as best as I can, but it will also have to be later. Sorry!

    Hi beemkay! I think I've successfully done the emissive light thing just have some few questions about the purpose of translucency percentage and color? Also how does the image put in the emission color affect the entirety of the emission color? Aside from the color that you want to put in the emission color? I've tried adding a flame image in the emission color and changed the color of the emission color as well, I like the effect but I'm just wondering how the image and the color affects each other? Are they equally blended together? For the blur I haven't tried it yet again but I'll comment here once I've tried it again. Thanks for always replying and helping :)

  • BeeMKayBeeMKay Posts: 7,019
    edited November 2016

    Congrats. smiley

    The image colors will be used to emit that color. Think about it as if building a lantern; the light that emits from t passes through the lantern's colour pattern, and after that the light is changed to the colour pattern's colour. Of course, the initial light colour does have an influence; you'd have to experiment with the various possible combination to see what fits you best. Also, usually the light colour is controlled by the light temperature if you are looking at "normal" behaving lights light lightbulbs or flames. The Emission Colour comes into play when you are looking for more drastic things like neon lights and such.

    If you are looking for more transparency, "Cutout Opacity" is your candidate. This is where you'd insert your Transparency map from the fire.

    Translucency is a parameter used in surfaces that decides fow far light can penetrate into an object; for example, when light hits your skin, the translucency of the skin will allow it to travel a bit deeper, and reflect on the underlying tissue and veins. So, in a human, you'd add a slightly bluish hue to counter the reddishnesh of the skin, for example, to get a more natural skin colour.

    Experimenting really helps a lot, even though it's time consuming. For lights, there was a really interesting thread a while ago, in which I learned quite a bit about using emissives on geometry shells: http://www.daz3d.com/forums/discussion/60941/properly-applying-emissive-shaders-to-make-objects-give-light/p1

    Here's some of the things you wanted to know about the camera... I'm no expert at things, so I don't really know the physics and all, but I try to understand things as I see the effect. That means that I am sometimes quite off the track, but fortunately, there are more knowledgable people here who offer excellent explanations. smiley

    Lens Thickness - Imagine you are looking at something. Then imagine, you are looking through a magnifying glass, or some other lense, like glasses. If you crank up this value, it will move the point of sharpness and distort the field of vision. It doesn't seem to matter if the value is positive or negative. Here's an example:

    Regular DOF:

    DOF with Lense thickness 2000:

    Sight Line Opacity - The Sight Line, as the name suggests, is the line directly from the "lense" of your camera to the object. If you select the camera and look at the scene through the preview, the sight line is visible, which helps up setting scenes. The Opacity setting just says how visible that line is. It has no influence on the render.

    Focal Point scale - The Focal Point is marked with a crosshair. This setting determines the size of that crosshair. It also has no influence on the render.

    FOV/DOF Colours and planes: you can change those to make it easier for you to see the various planes. The planes themselves give you visual aids. I haven't found out what the FOV plane does; it doesn't seem to influence the render. The DOF Plane Colour marks the near and far DOF sharpness borders. These planes are just visible in perspective view types, not in renders.

    DOF Overlay Colour: If you change back to the Camera view, and have the Near and/or FAR DOF Plaine visibility set to "ON", you'll see the border of sharpness in the image. This is pretty useful for finetuning the DOF effect. You can switch each plane on and off separately.

    Here's the front:

    and here's the back plane overly, with the front one switched off.

     

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    Post edited by BeeMKay on
  • IceDragonArtIceDragonArt Posts: 12,548

    Wow that was a great explanation! Which I found helpful as well.

  • BeeMKay said:

    You can increase the blurriness by making the "slice" smaller (using a lower fstop number). Howerver, this may lead to part of your figure getting blurry, so the question is, how much blurriness do you need for the background? 

    For the emissive prop, please check out this thread: http://www.daz3d.com/forums/discussion/102491/making-a-prop-emissive 

    Post number 10 has a very good explanation by barbuit. If this doesn't work for you, let me know and I'll whip up something. That may take a few hours as I'm, nor at my render PC at the moment.

    For the camera questions, I'll try as best as I can, but it will also have to be later. Sorry!

    Hi beemkay! I think I've successfully done the emissive light thing just have some few questions about the purpose of translucency percentage and color? Also how does the image put in the emission color affect the entirety of the emission color? Aside from the color that you want to put in the emission color? I've tried adding a flame image in the emission color and changed the color of the emission color as well, I like the effect but I'm just wondering how the image and the color affects each other? Are they equally blended together? For the blur I haven't tried it yet again but I'll comment here once I've tried it again. Thanks for always replying and helping :)

    Thank you Beem :) I'll try these later :)

  • BeeMKayBeeMKay Posts: 7,019
    edited November 2016

    @Ice Dragon Art - Glad you found the explanation useful. DS has so many useful tools built in, I haven't even learned how to use a fifth of them!

    @unknownmystery445 - Okay... it seems I overlooked the attached image - sorry for that!

    The problem is that you do not put the focal point (crosshair+ball) to the center of the character, where the "sharpest point" should be. Because of that, your f-stop value is very large, and you have pretty much no blur effect.

    Here's your image (btw, if you post screenshots, make sure that the people are decently covered, bikini/underwear, otherwise you'll violate the Forum TOS).

    The straight down arrow points at where your focal point (marked by the crosshair and the ball) is. As you can see, it's very close to the camera, and very far away from the girl's center (assuming that you want the girl to be the focus).

    Move the focal point further to the back by increasing the focal distance value until the crosshair&ball is roughly in the center of the girl. In the next step, lower your fstop value, until the two DOF planes enclose the girl (front&back). When you render now, the image should be properly blurred. If you need more blur, locate the center point at the nose rather than the middle of the head, and further decrease the fstop value, until the result is what you are looking for.

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    Post edited by BeeMKay on
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