how to create a render like products?

veltraxveltrax Posts: 0
edited February 2014 in New Users

Example:

http://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/_/p/_product-page_teen-josie-6_.jpg

My render is very diferent, Why?

the sahading rate is 1.0, in 0.5 takes much, in 0.1 no way!

That lights use, the blow give texture, please help!!

render1.jpg
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Post edited by veltrax on
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Comments

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Veltrax said:
    Example:

    http://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/_/p/_product-page_teen-josie-6_.jpg

    My render is very diferent, Why?

    the sahading rate is 1.0, in 0.5 takes much, in 0.1 no way!


    Lights...lights...lights...

    Basically, without good lighting, you aren't going to get renders that are similar to the promo ones.

    How long are you considering is 'too long'/long time?

  • veltraxveltrax Posts: 0
    edited February 2014

    15 mins or more, lights are used distant, spotligth

    you know lights used the image?

    http://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/_/p/_product-page_teen-josie-6_.jpg

    Post edited by veltrax on
  • JaderailJaderail Posts: 0
    edited February 2014

    A fifteen minute reander is not Slow. Often on my PC my renders take a average of at least an hour, if not more. I do use some very high render settings and high settings for lights. Even my bad renders take time to do. You are not going to get Promotion quality renders in a few short minuets.

    As noted above lighting is the one thing ALL DAZ Studio users need to learn. Then the different settings of the RENDER SETTINGS and what they do to improve images. Quality renders take time to learn and to set up before you render. I am a 5 year plus some user of DAZ Studio and I am still learning things that improve my renders. There is no fast way to get good. It takes time to learn the tools (lights are tools to me) and the surface settings and render settings and then time to render that once you get it just right. FAST is not in the cards for very High Quality, from almost any 3D art program. Time is needed. Time to Learn and to render as well.

    Post edited by Jaderail on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    First, I doubt that a 'standard' distant light was used...there seems to be AO in that render, something a default distant light does not do. Also, there's probably at least 3 spots...and if the eye reflections are 'environmental', probably at least 4.

    There's at least one raytraced shadowcasting light...

    And then there's the levels for those lights.

    Of course, there could be an IBL/Global illumination, instead of a distant light...or it could be using the Advanced Light sets...or half a dozen other ways.

    But one thing is sure...unless it was rendered on more than an 8-core (real cores, not threads/virtual cores) machine (even a 4 GHz+) it will take more than 15 mins to render...and that doesn't even get into the skin/shader settings.

    My 'joined date' says 2007...but I've been doing this longer than that...and no, I still don't have it right.

  • JaderailJaderail Posts: 0
    edited December 1969

    What He said ^^^^^

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    In this example, using deepshadowmaps, it took over 18 mins to render...on fairly 'low' settings...not enough shadow samples and such. but with an overall shading rate of 0.2. Granted, I don't have the fastest machine around...but using the light set used (a set made available as a freebie, by InaneGlory, a couple years back...
    http://inaneglory.deviantart.com/art/Simple-Soft-Lighting-Freebie-193115008 ) uses the UE2 softbox and several spotlights, so it's an 'upgrade' to a 'basic' light. Also the set gives a few hints on layout and levels.

    The second image uses the same set, but switches to raytraced shadows, ups the samples and adds a distant light as a rim/backlight...it took about 21 minutes, but if there was hair on the model, that probably would have been well over 1 hr.

    The third image is the same as #2, except there are no shadows...it took about 6 mins to render.

    The 4th image is a simple 3-point light set with 1 raytraced shadow caster...it took 4 and a half minutes.

    igsimplesoft4.jpg
    800 x 1000 - 211K
    igsimplesoft3.jpg
    800 x 1000 - 272K
    igsimplesoft2.jpg
    800 x 1000 - 75K
    igsimplesoft.jpg
    800 x 1000 - 346K
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Now with skin...

    The first image is the last light set, it rendered in 9 min 42 sec.

    The second image is the lights from #2, above and it rendered in about 31 mins.

    igsimplesoft6.jpg
    800 x 1000 - 406K
    igsimplesoft5.jpg
    800 x 1000 - 343K
  • veltraxveltrax Posts: 0
    edited December 1969

    I did render the following with lights that brings the genesis scene in progressive and shading rate 0.8

    is very Uncle Fester that the hair takes much

    total time approximate 35 mins

    but my problem is not time but the texture, goes something washed

    I like to define more texture, increasing the bump nothing happens

    render3.jpg
    600 x 600 - 184K
  • Herald of FireHerald of Fire Posts: 3,504
    edited February 2014

    In the last example. you're using red lights with a blue dress, so the dress is 'absorbing' most of the light which means there is going to be less reflection and thus less visible texture. Lighting is key when doing a render. It can make a scene great or gaudy and it defines how your materials will appear in the final render. Hair certainly takes a lot longer to render when you're using things like ambient occlusion because of the transparency maps.

    Here's a very quick render I put together using Teen Josie which uses just a single raytraced distant light and UberEnvironment. Total rendering time 4 minutes and 9 seconds. Shading rate 0.1, Gamma 2.2.

    Josie_Swimsuit.png
    555 x 1000 - 345K
    Post edited by Herald of Fire on
  • veltraxveltrax Posts: 0
    edited February 2014

    I miss the hair better position but and the image is very clear in gamma 2.2
    something like this?

    josie_prototipe.jpg
    600 x 600 - 140K
    Post edited by veltrax on
  • veltraxveltrax Posts: 0
    edited December 1969

    that can not make me do very washed textures and blurry, something is wrong

    as I set my render settings? help please

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    It would be helpful if you posted a few things before we jump in with more suggestions. Firstly, what are your render settings? Secondly, what are you lighting the scene with? A good lighting arrangement is critical to get good images, so knowing what you're currently using will help figure out where you can improve. Overall though, I think it's a marked improvement though I agree some of the colours are being washed out a touch.

  • veltraxveltrax Posts: 0
    edited December 1969

    render settings
    bucket size: 16
    max ray trace depth: 1
    pixel samples(x): 8
    pixel samples(y): 8
    shadow samples: 8
    gain: 1

    gama correction off
    gamma 1.60
    shading rate 0.50
    pixel filter sinc
    pixel filter with 6
    pixel filter with 6

    ligths
    ubereviroment, intensity 72.5
    distant light color 193 237 255
    intensity 50.8
    shadow type: raytraced

    10 mins

    prototipe_josie_3.jpg
    605 x 728 - 127K
  • veltraxveltrax Posts: 0
    edited February 2014

    Post edited by veltrax on
  • veltraxveltrax Posts: 0
    edited December 1969

    It would be helpful if you posted a few things before we jump in with more suggestions. Firstly, what are your render settings? Secondly, what are you lighting the scene with? A good lighting arrangement is critical to get good images, so knowing what you're currently using will help figure out where you can improve. Overall though, I think it's a marked improvement though I agree some of the colours are being washed out a touch.

    render settings
    bucket size: 16
    max ray trace depth: 1
    pixel samples(x): 8
    pixel samples(y): 8
    shadow samples: 8
    gain: 1

    gama correction off
    gamma 1.30
    shading rate 0.50
    pixel filter sinc
    pixel filter with 6
    pixel filter with 6

    ligths
    ubereviroment, intensity 72.5
    sacale 0.30

    distant light color 193 237 255 right now
    intensity 50.8
    shadow type: raytraced

    total time
    09, 54 mins

    I mean if you are under the gamma is closer to yours
    if I go to gamma 2.2 the image is too light and washed, why?

    prototipe_josie_4.png
    605 x 728 - 229K
  • prixatprixat Posts: 1,588
    edited December 1969

    The gamma changes much more than just brightness!
    You should leave the gamma alone unless you are altering the gamma of all the textures you use in the render.

    To make a render brighter or darker use 'Gain' instead. Even that's only changed after you have the lighting right.
    :-)

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Veltrax said:
    render settings
    bucket size: 16
    max ray trace depth: 1
    pixel samples(x): 8
    pixel samples(y): 8
    shadow samples: 8
    gain: 1

    gama correction off
    gamma 1.30
    shading rate 0.50
    pixel filter sinc
    pixel filter with 6
    pixel filter with 6

    ligths
    ubereviroment, intensity 72.5
    sacale 0.30

    distant light color 193 237 255 right now
    intensity 50.8
    shadow type: raytraced

    total time
    09, 54 mins

    I mean if you are under the gamma is closer to yours
    if I go to gamma 2.2 the image is too light and washed, why?


    In this instance, I'd recommend lowering the intensity of the uberenvironment light. UE is a light which shines equally across the entire figure, so you don't need it at a very high amount. In my example, I used a 40% intensity UE light and 60% intensity raytraced light, though you can increase that to 75% if you want a brighter sunlight.
  • veltraxveltrax Posts: 0
    edited December 1969

    Veltrax said:
    render settings
    bucket size: 16
    max ray trace depth: 1
    pixel samples(x): 8
    pixel samples(y): 8
    shadow samples: 8
    gain: 1

    gama correction off
    gamma 1.30
    shading rate 0.50
    pixel filter sinc
    pixel filter with 6
    pixel filter with 6

    ligths
    ubereviroment, intensity 72.5
    sacale 0.30

    distant light color 193 237 255 right now
    intensity 50.8
    shadow type: raytraced

    total time
    09, 54 mins

    I mean if you are under the gamma is closer to yours
    if I go to gamma 2.2 the image is too light and washed, why?


    In this instance, I'd recommend lowering the intensity of the uberenvironment light. UE is a light which shines equally across the entire figure, so you don't need it at a very high amount. In my example, I used a 40% intensity UE light and 60% intensity raytraced light, though you can increase that to 75% if you want a brighter sunlight.

    something like this?

    prototipe_josie_6.png
    605 x 728 - 407K
  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Looking a lot better. Lighting is one of the tougher aspects to getting a good render, and it'll take a lot of experimentation and practice to get the results you want. Don't be afraid to try something completely new or piece together individual parts of existing light presets. Once you know how each light behaves, it'll become much easier to get everything to perfect.

    Remember, that not everything needs to be perfectly lit to look right. Shadows can play an important role in setting a scene as much as the lighting can, so try out new ideas and see what you can create!

  • JaderailJaderail Posts: 0
    edited December 1969

    The best part of 3D lighting in 3Delight renders is it will let us cheat. We can do lighting in our 3D that would be hard to do in the real world lighting render engines like Lux Render or other REAL World based lighting render engines. I prefer 3Delight (DAZ Studio) for that very reason. The drawback is it is harder to do those real world lighting renders, it can be done but you must learn how to do it. As I have said before the more you do and the more you learn from doing it the better you will get.

    You have improved in just the short time this thread has existed. You are on the right track. Just keep at it.

  • veltraxveltrax Posts: 0
    edited December 1969

    Looking a lot better. Lighting is one of the tougher aspects to getting a good render, and it'll take a lot of experimentation and practice to get the results you want. Don't be afraid to try something completely new or piece together individual parts of existing light presets. Once you know how each light behaves, it'll become much easier to get everything to perfect.

    Remember, that not everything needs to be perfectly lit to look right. Shadows can play an important role in setting a scene as much as the lighting can, so try out new ideas and see what you can create!

    which is deep shadow map?

  • JaderailJaderail Posts: 0
    edited December 1969

    Deep Shadow maps in the 3Delight render engine are known to cause errors in Renders at this time. That is Not anything DAZ Studio can fix as it is in the Render engine. It is best to not use Deep Shadow Maps at this time.

  • veltraxveltrax Posts: 0
    edited February 2014

    Jaderail said:
    Deep Shadow maps in the 3Delight render engine are known to cause errors in Renders at this time. That is Not anything DAZ Studio can fix as it is in the Render engine. It is best to not use Deep Shadow Maps at this time.

    Here I made another render with v6, gamma 1.10 EU 50% and distant light shadow ray trace only.

    For now I'm just using these lamps but will try to use more.


    where I can upload more renders in this site. I'm a newbie
    thanks

    katana.png
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    Post edited by veltrax on
  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Veltrax said:
    which is deep shadow map?

    Ideally you want raytracing. Shadow maps aren't generally the best quality, and as Jaderail mentions they can cause some errors in 3Delight at the moment. Raytracing on the other hand is a more accurate way of calculating shadows though it naturally takes longer to render as a result. Shadow maps might work fine for your purpose, but I haven't used them in over a year now since raytracing is only marginally slower (on my PC at least) and gives superior results.
  • veltraxveltrax Posts: 0
    edited December 1969

    Veltrax said:
    which is deep shadow map?

    Ideally you want raytracing. Shadow maps aren't generally the best quality, and as Jaderail mentions they can cause some errors in 3Delight at the moment. Raytracing on the other hand is a more accurate way of calculating shadows though it naturally takes longer to render as a result. Shadow maps might work fine for your purpose, but I haven't used them in over a year now since raytracing is only marginally slower (on my PC at least) and gives superior results.

    Mi computer have pentium dualcore E2200 and nvidia graphic card geforce 9800 gt and opengl 3.3.0, 512 ddr 3 is oldie for today

    which computer do you

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Veltrax said:
    Mi computer have pentium dualcore E2200 and nvidia graphic card geforce 9800 gt and opengl 3.3.0, 512 ddr 3 is oldie for today

    which computer do you


    I'm using a core i7 PC with 32Gb RAM. 3Delight doesn't use the graphics card, so that won't have an impact on render times (and for some reason, my Nvidia card doesn't play nicely with OpenCL so I can't use it much for Luxrender either). A good amount of RAM will help you work on larger scenes and it certainly aids render times a bit, but ultimately it's down to the brute force of your CPU which determines how long a render will take to finish.
  • frank0314frank0314 Posts: 14,073
    edited December 1969

    What Nvidia card do you have? I have always had one and have never had any issue. I had an ATI once and had loads of problems including the card needing replaced 3 times.

  • veltraxveltrax Posts: 0
    edited December 1969

    Veltrax said:
    Mi computer have pentium dualcore E2200 and nvidia graphic card geforce 9800 gt and opengl 3.3.0, 512 ddr 3 is oldie for today

    which computer do you


    I'm using a core i7 PC with 32Gb RAM. 3Delight doesn't use the graphics card, so that won't have an impact on render times (and for some reason, my Nvidia card doesn't play nicely with OpenCL so I can't use it much for Luxrender either). A good amount of RAM will help you work on larger scenes and it certainly aids render times a bit, but ultimately it's down to the brute force of your CPU which determines how long a render will take to finish.
    without the graphics card renders never, I say that I used daz 3.0 without graphics card and could not render well
  • JaderailJaderail Posts: 0
    edited December 1969

    You could Start your own Gallery. That is found in the My Account at the top of the page. Then you also have the Art Studio Forum that is only found by reading the main Forum list when it opens, it does not show in the Drop down list. You can post your images to those as much as you like.

  • veltraxveltrax Posts: 0
    edited December 1969

    Jaderail said:
    You could Start your own Gallery. That is found in the My Account at the top of the page. Then you also have the Art Studio Forum that is only found by reading the main Forum list when it opens, it does not show in the Drop down list. You can post your images to those as much as you like.

    Ok thanks Jaderail ;-)

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