Create amazing lighting in seconds with IBL. With all the file formats supported by LuxRender, including .HDR and .EXR images, IBL provides one simple way to create lighting and set the background for the scene with extremely realistic results.
Plus, Reality 1.2 has an in-scene adjustable preview of the background for optimal placement and framing. A starter kit of HDR maps has been included with Reality 1.2.
The IBL formats supported include all the three variants: LatLong (ideal for backgrounds), Angular, and Vertical Cross.
IBL also supports lighting a scene without a map file, but using a solid color instead. This option creates a very even light that illuminates all the objects in the scene.
Studio’s point lights are now fully supported and are converted to LuxRender point lights. This makes it possible to use several pre-made light setups available for DAZ Studio.
Reality 1.2 includes a complete light editor that provides full support to light parameters like brightness, color, color temperature, etc.
A feature that was added to Reality 1.0 but that didn’t work as expected. Reality 1.2 allows you to instantly convert all objects linked to a given material into lights. Create LEDs, street lights, and even alien glowing eyes in seconds.
The light editor provides a one-click solution to creating personalized light groups. Light groups can then be used in LuxRender to dynamically change the lighting while the image renders. This option is unique to LuxRender and is an incredible time saver.
Now you have two separate controls in Lux’s Light Groups tab for adjusting the sun and sky lights independently. Get that outdoor lighting just right!
Lights that have been parented to another object now work as expected.
Objects parented to lights
Now you can parent a plane to a light, for example, and use that plane as a light gel, a mask, or a pattern.
If you load a pre-existing Studio scene that used UberEnvironment or Uber Area Light, now Reality will safely ignore those elements so that you can render the scene without conflicts.
Now you can set the film speed, shutter speed and f/stop values directly inside Reality, and those values are saved with your scene.
Now you can render a scene framed with an orthographic camera. Coupled with the ability to use a solid color for IBL, you can create uniform lighting to render objects suitable for game engines.
Usability and Performance
Reality 1.2 includes controls for the Studio animation playhead. You can set any frame to be rendered and also let Reality automatically number the image file with the frame number.
Output files auto-numbering
Add “###” at the end of the image file name and Reality will automatically replace the symbols with the frame number. The same is valid for the scene file name (.lxs)
More output sizes
The frame scale parameter now includes options for 200%, 300% and 400% of the frame size set in Studio.
Memory conservative mode
When rendering on machines with limited RAM access, like in the case of 32 bit Operating Systems, the new Memory Conservative flag can reduce the amount of memory required to render the scene by up to 20%.
Fast preview mode
A new option that renders your scene up to three times faster than the standard mode. A real time-saver during the setup phase of your scenes.
Export Only flag
This option causes Reality 1.2 to export the scene to the designated file and avoid calling Lux automatically.
Save/Restore scene data to external file
Reality 1.2 already stores all your data inside Studio’s scene automatically, and limitations that were present in the previous version have been resolved. Nevertheless there are times when you might want to save Reality’s scene data to an external file. Now you can.
Window size preserved
Reality 1.2 remembers and restores the size of its window.
Detection of LuxRender’s version
Reality 1.2 now recognizes the version of Lux used for rendering and adapts to the calling conventions of each version to maximize compatibility.
Preserve light hue
This is a new flag that directs Lux to preserve the color of the light at the source. Without it, if the camera points directly at the lamp, the light will appear white, regardless of the color used.
The selected values for Gamma and Scene Type are now saved in the scene.
The old “Options” tab of version 1.0 has been merged with the “Output” tab for increase ease of use.
A “firefly reduction option” has been added when using Lux 0.8. This uses a new algorithm in Lux to clear the image of fireflies and obtain good results more quickly.
The Automatic Custom Shader Loader, or ACSEL, has been completely redesigned for Reality 1.2. ACSEL allows you to save your Reality presets for a given material so that those presets are automatically used every time the associated model is used in a scene. The new ACSEL allows you to save and load a whole group of shaders with one click.
This new cloud-based service brings the power of sharing shaders to everyone with a free service that provides a universal catalog of Reality shaders. With ACSEL Share you can share your custom shaders with one click. All Reality users will have instant access to that shader and will be able to install it with a simple click of the mouse.
Content creators can use ACSEL Share to provide optimized materials for their products, even if they are already published, so that they render at their best via Reality and Lux.
Reality 1.2 has full support, both for color and textures, of the new Lux Velvet material. This is a great choice for clothes and drapes.
The Glass material has received a major update and it’s now possible to add a texture for the color of the glass, allowing the artist to create beautiful stained glass and even colored light gels.
This option creates glass that has a “sand blasted” look. Reality 1.2 provides fine control on the amount of roughness of the frosted glass. This can be mixed with the stained glass option.
Reality 1.2 allows you to use textures created with Studio’s Multi-Layered Image Editor (.dsi). These images can be used in any texture handled by Reality and they support the full set of blending modes provided by MLIE.
Reality 1.2 improves the rendering of human skin with a more sophisticated conversion algorithm and by taking full advantage of the new Glossy material. Different skin pigmentations are all rendered with extreme realism.
This new option allows you to define a thin film coating for glass that mimics the coating found on precision optics like high-end camera lenses.
The Glossy material has been completely updated giving you much finer control over all the aspects of this material.
- A new Coat option enables the control of the thickness and color of the “varnish” that makes this material glossy.
- The Translucency control enables access to the new Glossy Translucent material of Lux 0.8, ideal for leaves, back-lit hair and many other complex objects.
- The new Fuzzy Surface flag enables a scattering of the light on the surface of the material that simulates the presence of “fuzz,” similar to the human skin.
Now you can have access to the tint of the mirror, and the thin film coating parameters, giving you incredible flexibility in creating mirror surfaces.
Texture tiling is now completely supported in Reality 1.2. Textures can be tiled independently on each channel up to 200 iterations.
Displacement and bump maps
Reality 1.2 provides access to the displacement map concurrently to bump mapping. Thanks to the new version of LuxRender, the subdivision can be used now on DAZ models like Victoria 4 and Michael 4 without any visible ripping in the geometry.
The Alpha Map controls now can change the opacity of a material without requiring an transparency map.
Transparency for Metal
Transparency Maps have been added to the Metal material. In addition to the displacement map this option allows for the definition of irregular shapes, cut-outs and other sophisticated shapes for metallic objects.
Transparency for Glass
Transparency Maps have been added to the Glass material. In addition to the displacement map this option allows for the definition of irregular shapes, cut-outs and other sophisticated shapes for glass objects.
Transparency for Water
Transparency Maps have been added to the Water material. In addition to the displacement map this option allows for the definition of irregular shapes, cut-outs and other sophisticated shapes for water objects.
This material has now a more realistic reaction to light.
Optimized material converter
Reality 1.2 implements a faster, more optimized and more precise material scanner and converter that analyzes Studio’s materials. The results are better Lux materials, and better compatibility with Studio’s shaders, including custom ones. Also, Reality now lists only materials from active, visible objects in the scene.
Add “overexposure limiter” to Matte Translucent
This flag prevents the material from being overexposed when a light source is very close to it.
Whatever material was selected in Studio when you called Reality will now also be selected in Reality’s material editor.
Re-load Studio texture
Every texture in Reality now has a button to reload the original texture from Studio.
Copy with texture
“Copy and Paste” in the material editor now enables you to copy the textures used in a shader as well as the other parameters.
Multiple selections for “Revert to Studio”
If you need to revert materials to the Studio version, Reality now works with multiple selected materials.