Poor floor shadows in 3Delight

pavsikakyjpavsikakyj Posts: 139
edited August 2018 in New Users

Hello everyone!
 I have a issue while rendering in 3Delight. When I place a camera close to the grounf, I get good proper shadows from objects. But when I place camera a little higher, shadows disappear.
I use UberEnvironment2 base presets and UberEnvironment lighting panes as lightsources. Does anybody know, how do I keep shadows regardless of camera position?

 

http://prntscr.com/klm38a - good result - low camera

http://prntscr.com/klm43t - bad result - high camera

Totally forgot. Camera settings are the same, headlamp is off

 

 

Post edited by pavsikakyj on

Comments

  • SimonJMSimonJM Posts: 5,999

    The 'high camera' image looks both brighter and the ground looks pinker, so not sure what is causing that, all things being equal.

  • pavsikakyjpavsikakyj Posts: 139
    SimonJM said:

    The 'high camera' image looks both brighter and the ground looks pinker, so not sure what is causing that, all things being equal.

    It may be the shader I use: Visual Style Shaders pack. Hmmm... are there any shaders for 3Delight for different surfaces?

  • SimonJMSimonJM Posts: 5,999
    SimonJM said:

    The 'high camera' image looks both brighter and the ground looks pinker, so not sure what is causing that, all things being equal.

    It may be the shader I use: Visual Style Shaders pack. Hmmm... are there any shaders for 3Delight for different surfaces?

    There are LOADS of shaders available for 3Delight - given the propensity for Iray of late you'll find most of them will be 'older' items (but still very good for all that!).  What would be best will depend greatly on what surface effect you are looking for.  If that floor is just a DAZ primitive plane then by default it will be the DAZ default shader, which is for 3Delight so you could just tweak it as it stands - lower glossiness, change diffuse to (at least) a pale grey and you should be good to go.

  • pavsikakyjpavsikakyj Posts: 139
    edited August 2018

    Well, default DAZ shader works better with shadows, but those firm 3Delight glowing on empty spaces spoils everything. I'll try to manipulate with VS shaders.

    Post edited by pavsikakyj on
  • SimonJMSimonJM Posts: 5,999

    Well, default DAZ shader works better with shadows, but those firm 3Delight glowing on empty spaces spoils everything. I'll try to manipulate with VS shaders.

    Not sure I know what you mean by 'glowing on empty spaces', but you should be able to get what you want with relative ease.  What product is the corridor?

  • pavsikakyjpavsikakyj Posts: 139
    edited August 2018
    SimonJM said:

    Not sure I know what you mean by 'glowing on empty spaces', but you should be able to get what you want with relative ease.  What product is the corridor?

    I mean gradient filling of the surface, that 3Delight usually does. As for the corridor - it's not a specific product. I constructed it from Sci-Fi kit, some freebies and DAZ primitives.

     

    Actually default DAZ surface suffers the same effect: the closer camera to the surface - the better and deeper shadows.

    Post edited by pavsikakyj on
  • Sven DullahSven Dullah Posts: 7,621
    SimonJM said:

    Not sure I know what you mean by 'glowing on empty spaces', but you should be able to get what you want with relative ease.  What product is the corridor?

    I mean gradient filling of the surface, that 3Delight usually does. As for the corridor - it's not a specific product. I constructed it from Sci-Fi kit, some freebies and DAZ primitives.

     

    Actually default DAZ surface suffers the same effect: the closer camera to the surface - the better and deeper shadows.

    Did you check the ambient- reflection- and specular settings for the floor surface to make sure they are not washing away the shadows?

  • pavsikakyjpavsikakyj Posts: 139

    Did you check the ambient- reflection- and specular settings for the floor surface to make sure they are not washing away the shadows?

    The shader I use has only Specular options. I Decreased them to the minimum. I noticed that shadow quality is also depends on camera angle to the surface (same thing for default shader).

  • Sven DullahSven Dullah Posts: 7,621

    Did you check the ambient- reflection- and specular settings for the floor surface to make sure they are not washing away the shadows?

    The shader I use has only Specular options. I Decreased them to the minimum. I noticed that shadow quality is also depends on camera angle to the surface (same thing for default shader).

    That's odd, I've been using 3DL for many years and never come across that phenomen. Does the same thing happen if you delete the UE2 and load a standard spotlight?

  • pavsikakyjpavsikakyj Posts: 139

    That's odd, I've been using 3DL for many years and never come across that phenomen. Does the same thing happen if you delete the UE2 and load a standard spotlight?

    I didn't try that. Standart lights do not fit my purposes. I need mesh light. For now I partially fixed that bad shadow effect by changing Occlusion Cone Angle and Occlusion Strength depending on camera positions.

  • pavsikakyjpavsikakyj Posts: 139

    That's odd, I've been using 3DL for many years and never come across that phenomen. Does the same thing happen if you delete the UE2 and load a standard spotlight?

    I didn't try that. Standart lights do not fit my purposes. I need mesh light. For now I partially fixed that bad shadow effect by changing Occlusion Cone Angle and Occlusion Strength depending on camera positions.

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