What Room Is This?

onimushaonimusha Posts: 195
edited September 27 in The Commons

Wondering what room was used in this promo image. I wish DAZ required assets used to be listed for all promo images. It would probably get me to spend a lot more money here.

https://www.daz3d.com/home-sweet-home--serenity-16k-hdris

Post edited by frank0314 on
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Comments

  • ZiconZicon Posts: 331

    The room is one of the HDRIs in the product.

  • onimushaonimusha Posts: 195

    Wait, the room comes with the product? I thought it was just lighting. Maybe I'm confused about what an HDRI is. Thanks for pointing that out, I appreciate it.

  • joannajoanna Posts: 1,531

    onimusha said:

    Wait, the room comes with the product? I thought it was just lighting. Maybe I'm confused about what an HDRI is. Thanks for pointing that out, I appreciate it.

    The room is part of the HDRI. HDRI are images that give off light.

    So there's no "room" as a model, but if you switch "dome on" in render settings, the image of the room will be visible. If you switch it off, only the light will be there. 

  • columbinecolumbine Posts: 461
    edited September 27

    onimusha said:

    Wait, the room comes with the product? I thought it was just lighting. Maybe I'm confused about what an HDRI is. Thanks for pointing that out, I appreciate it.

    I was super confused about this for like the first six months I started using Studio, especially since High Dynamic Range Image does not QUITE mean the same thing in the photography world that it does in the Studio world.

    Like Joanna said, it's a big image that gives off light. Some of them may also be "backdrop" images, like these are; others are pure lighting, no backdrop to speak of; some of them give off light in such specific ways and directions that you get different lighting effects on your scene if you use dome rotation (Futuris night scenes, which I use a lot, are especially notable for this, they cast reds and greens and purples across your set); others have extremely even, omnidirectional lighting.

    The figures in the images for that product are posed in front of a flat backdrop*, in other words, and done so very sneakily so that it almost looks like they are standing in a real set (a 'three-dimensional' set, but none of this is really three-dimensional, now is it?) I can tell they're not, which is why I very seldom use HDRI backdrops for this purpose.

    *OK, fine, a curved dome backdrop, but I can still tell.

     

    Post edited by columbine on
  • onimushaonimusha Posts: 195

    Wow, I am so confused. Thanks for the info though. I appreciate everyone trying to explain it.

  • columbinecolumbine Posts: 461

    I should probably not have stopped to do this but I could not resist. Apologies to all, unless it is helpful to you, in which case, I regret nothing.

    (Not gonna put these inline. Click the attachments to read them.)

    trilby1.jpg
    1008 x 1008 - 694K
    trilby2.jpg
    1008 x 1008 - 281K
    trilby3.jpg
    1008 x 1008 - 717K
  • An HDRI is an economical way of seeming to havea  complex environment. As columbine says, it is wrapped around a virtual sphere enclosing the scene and when rendering Iray treats each point on the sphere as a light source with the colour and intensity of the image at that point, instead of having to send real light paths through the scene to bounce off mdoelled objects to build up an approximation to the corect colour. The iamges need to by high dynamic range to cover the range of possible light values, a standard 8 or 16 bit per channel image wouldn't do much.

    You can use primitives to stand in for parts of the scene (e.g. a cylinder for one of the colums there) with the Advanced Iray node Proeprties script applied and Iray matte turned on so that it catches shadows and reflections, and hides things thata re behind it, but doesn't itself cast shadows or reflect or appear in the render. A good HDRI, with the ground on (or with a matted promitive) should give shadows.

  • Seven193Seven193 Posts: 1,080

    Maybe it looks confusing because the HDRI was created from a 3D environment with 3D props, and not a real environment.  But, it begs the question, what 3D environment did the creator use to create their HDRI?

  • Seven193 said:

    Maybe it looks confusing because the HDRI was created from a 3D environment with 3D props, and not a real environment.  But, it begs the question, what 3D environment did the creator use to create their HDRI?

    No, those are most likely photos. DT has a very nice camera setup and has been taking real world photos for HDRIs for years. 

  • columbinecolumbine Posts: 461
    edited September 27

    Seven193 said:

    Maybe it looks confusing because the HDRI was created from a 3D environment with 3D props, and not a real environment.  But, it begs the question, what 3D environment did the creator use to create their HDRI?

    Nah, I'm thinking those are real-world photos.

    EDIT: And CC said the same while I was sitting on this unsubmitted post. oops. oh well.

    Post edited by columbine on
  • CybersoxCybersox Posts: 9,062

    columbine said:

    I should probably not have stopped to do this but I could not resist. Apologies to all, unless it is helpful to you, in which case, I regret nothing.

    (Not gonna put these inline. Click the attachments to read them.)

    One minor correction - your character actually IS casting a shadow, but they don't fall in the same direction as the ones in the photo backing, appearing only on the parts of the shadowcatcher directly beneath her so they're only visible in the areas directly underneath her shoes.  Indoor HDRs can be really weird.

  • columbinecolumbine Posts: 461

    Cybersox said:

    columbine said:

    I should probably not have stopped to do this but I could not resist. Apologies to all, unless it is helpful to you, in which case, I regret nothing.

    (Not gonna put these inline. Click the attachments to read them.)

    One minor correction - your character actually IS casting a shadow, but they don't fall in the same direction as the ones in the photo backing, appearing only on the parts of the shadowcatcher directly beneath her so they're only visible in the areas directly underneath her shoes.  Indoor HDRs can be really weird.

    Interesting. I'd have said there was nothing to catch her shadow under her because there is no floor/ground plane present in the scene. But since I agree that HDRs can be really weird, I'm not gonna stake my life on it.

  • columbine said:

    Cybersox said:

    columbine said:

    I should probably not have stopped to do this but I could not resist. Apologies to all, unless it is helpful to you, in which case, I regret nothing.

    (Not gonna put these inline. Click the attachments to read them.)

    One minor correction - your character actually IS casting a shadow, but they don't fall in the same direction as the ones in the photo backing, appearing only on the parts of the shadowcatcher directly beneath her so they're only visible in the areas directly underneath her shoes.  Indoor HDRs can be really weird.

    Interesting. I'd have said there was nothing to catch her shadow under her because there is no floor/ground plane present in the scene. But since I agree that HDRs can be really weird, I'm not gonna stake my life on it.

    The ground plane in Studio is like a fake invisible floor that can catch shadows. It can be turned on/off in the Environment pane. (Side-note: If trying to render from below ground with the ground-plane 'on', it'll render blank).

  • columbinecolumbine Posts: 461
    edited September 28

    Silent Winter said:

    The ground plane in Studio is like a fake invisible floor that can catch shadows. It can be turned on/off in the Environment pane. (Side-note: If trying to render from below ground with the ground-plane 'on', it'll render blank).

    I'm aware of the ground plane. I THOUGHT it was turned off for those renders. It's almost always turned off, unless I forget. I find it a pain in the ass. :P

    That said, Cybersox is right, because now that I look at the images again, hours later (and less distracted by the day's activities), I see there is a shadow under the front figure's shoes. It's barely there but it's definitely not part of the HDRI backdrop. So maybe I didn't turn off the ground plane because SOMETHING is catching those shadows. --shrug--

    This is all pretty far afield of the original post. I don't know how it is I derail threads so much. Sorry, y'all.

    Post edited by columbine on
  • columbine said:

    Silent Winter said:

    The ground plane in Studio is like a fake invisible floor that can catch shadows. It can be turned on/off in the Environment pane. (Side-note: If trying to render from below ground with the ground-plane 'on', it'll render blank).

    I'm aware of the ground plane. I THOUGHT it was turned off for those renders. It's almost always turned off, unless I forget. I find it a pain in the ass. :P

    That said, Cybersox is right, because now that I look at the images again, hours later (and less distracted by the day's activities), I see there is a shadow under the front figure's shoes. It's barely there but it's definitely not part of the HDRI backdrop. So maybe I didn't turn off the ground plane because SOMETHING is catching those shadows. --shrug--

    This is all pretty far afield of the original post. I don't know how it is I derail threads so much. Sorry, y'all.

    I have it turned off by default on mine, but some HDRIs, at least those intended to be used like these ones, turn it back on when loaded. 

  • MoreTNMoreTN Posts: 296

    Thanks to the OP for the question that prompted such a good summary of some features of HDRIs, which I've never got into because they seem tricky to use well. At least now I have a few tips.

  • CybersoxCybersox Posts: 9,062

    columbine said:

    Silent Winter said:

    The ground plane in Studio is like a fake invisible floor that can catch shadows. It can be turned on/off in the Environment pane. (Side-note: If trying to render from below ground with the ground-plane 'on', it'll render blank).

    I'm aware of the ground plane. I THOUGHT it was turned off for those renders. It's almost always turned off, unless I forget. I find it a pain in the ass. :P

    That said, Cybersox is right, because now that I look at the images again, hours later (and less distracted by the day's activities), I see there is a shadow under the front figure's shoes. It's barely there but it's definitely not part of the HDRI backdrop. So maybe I didn't turn off the ground plane because SOMETHING is catching those shadows. --shrug--

    This is all pretty far afield of the original post. I don't know how it is I derail threads so much. Sorry, y'all.

    Hey, the only reason I noticed those shadows is becasuse I've lost track of how many times I've caught them in my own images while in mid-render or after the fact, so checking for them now has become an ingrained habit.     

  • Fenris9Fenris9 Posts: 60

    Is anyone else experiencing issues with the Home Sweet Home product referred to above? I purchased the 'Home Sweet Home - Tranquility 16k HDRIs' pack today and when I load the various HDRIs none of them seem to be scaled to Daz3D figures (like Cake and Bob's HDRIs are). Am I doing smething wrong? The figure appears to be 6 inches high in comparison wwith the surrounding HDRI environment. I wondered if there was a parameter for scaling the HDRI dome but don't see it (and surely it should load correctly anyway).

  • Fenris9Fenris9 Posts: 60
    edited September 29

    As far as I can see the issue seems to be the HDRI Dome is set to 'infinite sphere', so if you zoom out the figure gets smaller but the HDRI enironment doesn't. Conversely this is not the case with Cake & Bob's domes (as an example) the difference seems to be these are set to 'finite with ground'. However, when I use this setting with the Home Sweet Home HDRIs there are additional scaling parameters that I can't get to rectify the distortion in this mode.

    Any help would be much appreciated!

    Post edited by Fenris9 on
  • onimushaonimusha Posts: 195

    Wow, this has been super informative. The cartoon was really fun. Thanks everyone, I now have a much better understanding of all this.

  • barbultbarbult Posts: 24,302
    Fenris9 said:

    As far as I can see the issue seems to be the HDRI Dome is set to 'infinite sphere', so if you zoom out the figure gets smaller but the HDRI enironment doesn't. Conversely this is not the case with Cake & Bob's domes (as an example) the difference seems to be these are set to 'finite with ground'. However, when I use this setting with the Home Sweet Home HDRIs there are additional scaling parameters that I can't get to rectify the distortion in this mode.

    Any help would be much appreciated!

    Try Finite Sphere (not with ground). The Cake and Bob HDRIS are created differently, so they can be used with DOF. Most HDRIs are not created for finite sphere with ground.
  • markusmaternmarkusmatern Posts: 559
    edited September 30

    HDRIs usually work best, when the camera is in the center of the HDRI sphere (meaning X=0, Z=0 and Y at the height the camera was when shooting the sphere)

    This means you never get distorted lines at edges, regardless where you point your render camera at.

    Here are some illustrations: Camera 1 is in the center of the HDRI at X=0, Z=0 and a guessed eye level of 165, Camera 2 is off center at X=-525, Z=300 and Y=134

    The following image shows a top view of the scene where the red circles indicate the camera positions. Camera 1 never shows any real distortion. For Camera 2 the distortions really get obvious depending on your dome settings. The product used is UltraHD IRAY HDRI With DOF - Blockhouse Beach

     

     

    The following shows a setup for an indoor scene in a small bathroom. The HDRI is available for free here https://polyhaven.com/a/modern_bathroom

    No distortions from the center camera, off center is distorted:

     

    In conclusion:

    • No big problems when the camera is at 0,0,Y
    • When working with a camera off center you basically only get away with it when you stay on level ground with your dome. Otherwise distortions start to show up pretty quickly. This is worse for indoor or architecture and usually not so obvious for outdoor landscape scenes.
    • When using a finited dome it should be scaled in such a way that structures coming out of the floor are out side the dome

     

    My workflow for unknown HDRIs:

    • Use a blank empty scene
    • Add a camera and move it to X=0, Z=0, Y=175 (eye level in cm)
    • Lock the X and Z location  parameters and the Z camera rotation parameter
    • Load the HDRI , activateDome Mode: Infinite Sphere w/ Ground in the Environment settings and switch on IRAY preview
    • Look around by changing the free parameters of the camera
    • Position a primitive cylinder inside the scene that has the height of a figure and move it around
    • Change the Ground Texture Scale to aproximately the eye level you used
    TopViewFiniteSphere.jpg
    1280 x 720 - 50K
    InfiniteSphereWithGround_Camera01.jpg
    1280 x 720 - 138K
    InfiniteSphereWithGround_Camera02.jpg
    1280 x 720 - 114K
    InfiniteSphere_Camera01.jpg
    1280 x 720 - 134K
    InfiniteSphere_Camera02.jpg
    1280 x 720 - 117K
    FiniteSphere_Camera01.jpg
    1280 x 720 - 120K
    FiniteSphere_Camera02.jpg
    1280 x 720 - 103K
    FiniteSphereWithGround_Camera01.jpg
    1280 x 720 - 125K
    FiniteSphereWithGround_Camera02.jpg
    1280 x 720 - 104K
    TopViewInside_FiniteSphere.jpg
    1080 x 1920 - 98K
    FiniteSphereWithGround_Center.jpg
    1080 x 1920 - 210K
    FiniteSphereWithGround_OffCenter.jpg
    1080 x 1920 - 217K
    DomeSettingsOutside.png
    822 x 583 - 114K
    DomeSettingsInside.png
    822 x 583 - 73K
    Post edited by markusmatern on
  • columbine said:

    I should probably not have stopped to do this but I could not resist. Apologies to all, unless it is helpful to you, in which case, I regret nothing.

    (Not gonna put these inline. Click the attachments to read them.)

    Tangential question, but what program did you use to create the text bubbles?

  • Fenris9Fenris9 Posts: 60
    edited October 1

    barbult said:

    Fenris9 said:

    As far as I can see the issue seems to be the HDRI Dome is set to 'infinite sphere', so if you zoom out the figure gets smaller but the HDRI enironment doesn't. Conversely this is not the case with Cake & Bob's domes (as an example) the difference seems to be these are set to 'finite with ground'. However, when I use this setting with the Home Sweet Home HDRIs there are additional scaling parameters that I can't get to rectify the distortion in this mode.

    Any help would be much appreciated!

    Try Finite Sphere (not with ground). The Cake and Bob HDRIS are created differently, so they can be used with DOF. Most HDRIs are not created for finite sphere with ground.

    Ah, thats good to know! I've always just used those ones as they were so easy to use. Seeing the explanation below I now realise it is the inverted way of working - instead of rotating around you subject which is at 0,0,0,. The camera is centralised at that point, and everything is placed around you (quite a head-flip from the way I was working, particularly I now have to scale everything to fit the perspective. Thanks for your help.

    Post edited by Richard Haseltine on
  • Fenris9Fenris9 Posts: 60

    markusmatern said:

    HDRIs usually work best, when the camera is in the center of the HDRI sphere (meaning X=0, Z=0 and Y at the height the camera was when shooting the sphere)

    This means you never get distorted lines at edges, regardless where you point your render camera at.

    Here are some illustrations: Camera 1 is in the center of the HDRI at X=0, Z=0 and a guessed eye level of 165, Camera 2 is off center at X=-525, Z=300 and Y=134

    The following image shows a top view of the scene where the red circles indicate the camera positions. Camera 1 never shows any real distortion. For Camera 2 the distortions really get obvious depending on your dome settings. The product used is UltraHD IRAY HDRI With DOF - Blockhouse Beach

     

     

    The following shows a setup for an indoor scene in a small bathroom. The HDRI is available for free here https://polyhaven.com/a/modern_bathroom

    No distortions from the center camera, off center is distorted:

     

    In conclusion:

    • No big problems when the camera is at 0,0,Y
    • When working with a camera off center you basically only get away with it when you stay on level ground with your dome. Otherwise distortions start to show up pretty quickly. This is worse for indoor or architecture and usually not so obvious for outdoor landscape scenes.
    • When using a finited dome it should be scaled in such a way that structures coming out of the floor are out side the dome

     

    My workflow for unknown HDRIs:

    • Use a blank empty scene
    • Add a camera and move it to X=0, Z=0, Y=175 (eye level in cm)
    • Lock the X and Z location  parameters and the Z camera rotation parameter
    • Load the HDRI , activateDome Mode: Infinite Sphere w/ Ground in the Environment settings and switch on IRAY preview
    • Look around by changing the free parameters of the camera
    • Position a primitive cylinder inside the scene that has the height of a figure and move it around
    • Change the Ground Texture Scale to aproximately the eye level you used

    Hi Markusmatern, Thank you so much for taking the time to assemble these screenshots and explanations that has really helped me get my head round this, as its the opposite way I was working with Cake and Bob's HDRIs. I have tried it out, and that seems to do the ticket. I've also saved a camera preset with the settings you suggested so I can quickly deploy it for HDRI use. Many thanks once again, and I hope your illustrations on this subject can help other lost souls such as myself. 

  • columbinecolumbine Posts: 461

    MrRogerSmith said:

    columbine said:

    I should probably not have stopped to do this but I could not resist. Apologies to all, unless it is helpful to you, in which case, I regret nothing.

    (Not gonna put these inline. Click the attachments to read them.)

    Tangential question, but what program did you use to create the text bubbles?

    That's Comic Life 3, same as I use for all the comics I do regularly (so I had it close at hand).

  • MrRogerSmithMrRogerSmith Posts: 108

    columbine said:

    MrRogerSmith said:

    columbine said:

    I should probably not have stopped to do this but I could not resist. Apologies to all, unless it is helpful to you, in which case, I regret nothing.

    (Not gonna put these inline. Click the attachments to read them.)

    Tangential question, but what program did you use to create the text bubbles?

    That's Comic Life 3, same as I use for all the comics I do regularly (so I had it close at hand).

    Thank you!

  • gfdamron1gfdamron1 Posts: 316

    I would like to add my thanks for this discussion of HDRIs- it's been very informative!

    My introduction to HDRIs were a few sets made by Cake and Bob. They worked so intuitively, I thought all HDRIs work that way. Now I'm seeing what I was doing wrong with some of the other sets I've purchased. Hopefully I'll be able to make better use of them now.

  • ANGELREAPER1972ANGELREAPER1972 Posts: 4,510

    think of hdri's as a green screen just like in movies or tv where greenscreens are used for actors or tv show hosts stand in front of and an image is projected on it

  • markusmaternmarkusmatern Posts: 559

    Fenris9 said:

    Hi Markusmatern, Thank you so much for taking the time to assemble these screenshots and explanations that has really helped me get my head round this, as its the opposite way I was working with Cake and Bob's HDRIs. I have tried it out, and that seems to do the ticket. I've also saved a camera preset with the settings you suggested so I can quickly deploy it for HDRI use. Many thanks once again, and I hope your illustrations on this subject can help other lost souls such as myself. 

    Glad I could provide some insights!

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