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3:39 pm February 14, 2012
| cwichura
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| Member | posts 38 | |
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Greetings again,
I have Reality 2.11.2.120 64-bit for Windows, downloaded as of a couple days ago when I first purchased it. I have been unable to get it to utilize any of the ACSEL information, and I'm wondering what I am doing wrong. I have a few different things for which I believe it should be matching up ACSEL information. For example, I have both The Library and Sacrament. (I also purchased Mortis for Sacrament, but I'm assuming that won't get recognized because its using replacement textures.) I also have Victoria 5, so I was expecting to see the Bree textures get matched. However, loading any of these into a scene, the Materials tab does not indicate ACSEL was matched. In testing, I'm starting a new scene in DAZ (File -> New) and then dropping in a couple items from the respective set (e.g., The Library) with zero parameter/etc changes, and then launching Reality.
I have gone to the ACSEL tab, clicked Refresh to get the list of available materials sets (where I've seen the above items listed), select all, and clicked Install. I then get a message saying that they have been installed. However, exiting and reloading Reality still does not cause anything to show as matched in the Materials tab. Further, if I click Refresh in the ACSEL tab, it shows me everything all over again. However, with the "Include installed shaders" UN-checked, I would expect it to show me nothing, since I should already have all of these items installed. (Or am I miss-understanding what the "Include installed shaders" is supposed to filter?)
Is there a way to see what is actually installed in our own ACSEL database? Also, does Reality also understand saving/matching ACSEL presets for lights (like the candelabra light presets that come with Sacrament)?
And any insights on how to get Reality to matched materials up from its database would be most appreciated.
Thanks!
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3:55 pm February 14, 2012
| Pret-A-3D
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The ACSEL shaders are matched against the model and the diffuse testure. This means that, for example, if you have a shader for Genesis/V5 it will not match the same texture fitted to V4, because the model is different. Other than that what you have done is correct. If you want to zip and send me your ACSEL database I can look into it and see if you database is missing anything. The Library will likely not match because that was made with DS3 and DS4 changes the way the models are reported internally. This is a known issue and I have to still find a solution. If you use DS3 Reality will match the shader.
The database is in standard SQL-Lite format so you can examine it with any tool that understand that format but be careful, you risk to damage the database beyond repair if you make any change to it.
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4:15 pm February 14, 2012
| cwichura
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| Member | posts 38 | |
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Is the Sacrament set also based on DAZ 3? If so, that would explain why neither is recognized. (I have DAZ Studio 4 Pro.) But I would expect the V5Bree textures to be recognized (and I am not attempting to do anything like map them onto a V4 character).
Where should I send the database ZIP file to?
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4:25 pm February 14, 2012
| Pret-A-3D
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Yes, Sacrament was also created originally with DS3. My email address it phciccone at gmail dot com
Cheers.
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4:42 pm February 14, 2012
| cwichura
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| Member | posts 38 | |
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I've just sent along my ACSEL2 database file.
But it occurs to me, is the V5Bree ACSEL entry dependtant on how the Genesis sliders were configured when it was made? E.g., it will only recognize the model when the V5 slider is at "1.0" and all others are at 0/default. Or should it work even if V5 plus V5Supermodel plus .3 of Aiko4 (for example) have be dialed in?
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5:05 pm February 14, 2012
| Pret-A-3D
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It should not matter what slider you use. V5 is still just a morph of Genesis so the basic model is Genesis with Bree textures.
It should work on any morph of Genesis.
Cheers.
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2:15 am February 18, 2012
| cwichura
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| Member | posts 38 | |
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Since I have DAZ Studio 4 only, would it be possible for you to write up what you did for the candlelights in Sacrament, since Reality doesn't recognize Sacrament because the ACSEL database was based on version 3 of DAZ. I am working on a scene using Sacrament now, and would like to at least get the candlelights working until you figure out how to make the ACSEL database DAZ-version agnostic.
Thanks
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7:49 am February 18, 2012
| Pret-A-3D
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I don't remember doing anything for the candles. What is the effect that you are looking for? Candle flame?
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10:16 am February 18, 2012
| cwichura
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Yes, the candle flame. Plus them providing illumination for the scene in general. I've done a render having loaded the candle lights using DAZ's internal renderer, and the candles are enough to light the scene. However, if I load the scene into Reality and start rendering, I basically get a black framebuffer as output. There is an IBL lightgroup that shows up in the list of lights in Lux (but I'm not sure where Reality generated this from, since there isn't a lightgroup for the IBL listed in the Lights tab of the UI — just a generic "use IBL" checkbox on the right). In order to see anything in the scene, I have to crank the gain on the IBL lightgroup basically to max (10,000) which seems wrong to me. And it's still overly dark when I do that.
Suggestions? Thanks!
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10:46 am February 18, 2012
| Pret-A-3D
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Candle light will not be enough to light the scene. What you have seen from Lux is the expected result. If you were using a camera you would not be able to light the scene with candles alone. That is exactly why the result from 3Delight is incorrect. You can verify this by looking at all those grainy, blurry shots that people take with cameras without flash. The lack of light is what causes the grain. The blur is caused by the camera desperately trying to use the longest shutter speed because the aperture is already maxed out.
Candles in cinematography are used mostly to provide the atmosphere. The lighting is then created with off-camera lights that are color-balanced with the candle. So, you can use one of more large meshlights and set their color temperature to about 2000k.
The use IBL checkbox is the IBL setup. If it's enabled then you have IBL. See the Reality User's Guide.
Generally it's better to correct the exposure than to crank the light up. Also, IBL will not do much with Sacrament because it's an enclosed space. The only light that will come through from IBL is through the window and that will take a long time. Use the meshlights as I suggested.
All the best.
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12:17 pm February 18, 2012
| cwichura
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| Member | posts 38 | |
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Candles, especially when there are a bunch of them, can be quite powerful lights. (I've been doing photography for years, and own a lot of professional studio lighting gear as well…)
But I'm not sure the lights in Sacrement are really even being picked up by Reality. They do not show up in the lights tab at all. And the IBL is really just one single light for the whole scene, is it not? So while I'm not sure what in my scene caused Reality to turn it on, I don't think it's actually meant to be the lights from the candles.
In DAZ, when you load the light group for the altar, you get a new group object that then has four lights and four objects around them. My guess is that he's creating a light inside a flame "object" for the light to shine out of and be affected by. But I don't see any of these lights show up in the lights tab in Reality. And I can't figure out which items in Reality's materials list corresponds to the containing flame "object"s that would need to presumably be set to Matte Translucent for the radiating light effect to take place.
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1:28 pm February 18, 2012
| cwichura
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On a related note, how did you configure the stained glass windows in Sacrament? One of my initial experiments was to put a light outside the building to shine in through the window, but it didn't make it through. I'm assuming that the default conversion of the stained glass made it too opaque for the light to actually make it through.
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5:03 pm February 18, 2012
| Pret-A-3D
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If you are using UberEnvironment lights then those are not compatible with Reality. You can use Meshlights, the Reality type, spots, IBL or the sun. The IBL is enabled by clicking on the checkbox. Matte translucent has nothing to do with lighting, it's a translucent material. You can convert a material to light by right clicking on the material. There are more details in the Reality User's Guide abut this. Again, matte translucent would not do anything good for lighting. For the stained glass, you can look at the result that I had in the I image that I have posted to our deviantArt group. That was done by setting the window to glass with the texture added totransmissions channel. The light outside is the Sun.
If you need more help please post details about your scene. A screenshot with the Scene tab visible with all the elements will help understanding your setup. Once again, the Über lights are useless, use the Reality lights to set up your environment. With your photographic background that should be fairly easy. You just need to get familiar with the Reality/Light tools :)
Cheers.
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8:48 pm February 18, 2012
| cwichura
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| Member | posts 38 | |
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Well, I was unaware that the candlelights that Sacrament loads were UberEnvironment lights. I am doing an experiment right now where I've renamed all of them to start with "RealityLight_" so that Reality loads them as mesh lights, and then went through and changed them all to Lux's "Candle" light preset. (Multi-select edit doesn't seem to be available for lights, unfortunately, so this was tedious to convert 30-some candles to the Candle preset and change their light group to a custom Candles group.) First observation is that the spheres used for these mesh lights are WAY too big. They look like giant lightbulbs on top of the candles… :) So I've set their scale to 1% and started the render over again, but it's a pretty complex scene so slow to render, but so far it looks like the lightbulb effect is gone. (It is averaging around 7kS/s on my quad-core — I think its really slow because I'm also trying to use a fog object with the values changed from 26 to 5 to try and simulate some haze/dust in the air; but here again I'm guessing at the values to use for now…)
I also noticed what might be a bug. I had added one spotlight in my scene. Reality converted this to a colour temp, but had the default of 6500. (I had changed the light's colour in Studio to be orangish.) If I click the radio button to switch to RGB, then it knew the orange I had selected. So it seems it imported the RGB colour, but failed to switch the light's definition to RGB mode. So I was getting a white light from this spot as rendered by Lux.
I would also really like to see an option in the 'advanced' tab called "launch luxrender at low priority" that would automatically start lux at the "low" priority level so that I don't have to go into task manager as I make changes to test things and re-start lux again and again. (On OSX, this would use a corresponding nice level.)
I also have made a go at adding a couple light portals to see if that speeds up the rendering at all, since I've got a Sun object oriented to stream in through the rear stained glass windows. It doesn't seem to have really sped things up, though. But then it might be a case of using Fog dwarfs the benefits of using the portals.
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11:15 pm February 18, 2012
| cwichura
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| Member | posts 38 | |
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Another observation: I changed the Spotlight to RGB colour mode so I could get the orange I was after. But when I do that, I get no light contribution in the rendered image. The spotlight is the only light in the Spots group, so by turning every other group off, I can check it. With all the other light groups turned off, the scene is 100% pitch black. If I change it back to colour temperature, then I get light contribution, but it is white in colour, not orange. Thoughts?
The spotlight is meant to provide a glow from an Angel's hand toward the person she is healing in my scene. Does making an object into a light hide the rendering of the object? E.g., assuming I can pick just the palm of the hand (I've not checked how the hands are built), if I converted the palm to a light, would I get the light effect and still have the palm? Or would the palm itself disappear? (The answer to this question might be a good one-line sentence to add to the RUG in the section where it talks about converting a material into a light.)
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11:48 pm February 18, 2012
| Pret-A-3D
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Without seeing the scene I can't give you help about the spot. It might be that it's obstructed by something? Or maybe the gain is not enough? Turning a material to a light doesn't remove the object, the geometry is turned into an emitter, so you will see an object of that shape glow with light.
Cheers.
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