MaxCarna wrote:Yes, my game is Html and I'm using a framework called Boostrap (https://www.w3schools.com/bootstrap/default.asp) can't say if the URL will be blocked. It provide me variables so I can choose which file I will load.
The link works. Looks good and that they're setup to be helpful to their users.
MaxCarna wrote:See, an emissive surface become a light itself. If you select the whole wall, you will have something like a huge neon panel.
Generally you select the object "bedside lamp" for example, you will have multiple surfaces: metal, glass, filament... The only surface that you will turn emissive would be filament, that's the small metal string inside the lamp that glows on real life. I will give you an example next.
This scene is a mixture of emissive surfaces and primitive lights.
The pre-built environment had point lights on the ceiling, in front of globes, they were very warm lights (2900 k). I erased the point light, making the globe emissive and used 5000000.0 lumens on each.
There are strong blue point light in the middle of the air, it don't have lumens, so I configured the intensity to 4500.0%.
There are three spotlights on the couple and 1 on the waitress walking in the back. The lumens goes from 200000.0 to 80000.0
Some yellow point lights on the balcony behind.
Your scene looks great. Makes sense now why I would choose a light object for an emissive. Are these typical values or is the set somewhat dark and thus needing more light? I've come across interior sets that can be too bright on loading and others that are rather dark.
MaxCarna wrote:There are several types of sets: some come with emissive surfaces, some with primitive lights, others with the renders settings configured to provide light, some with separated lights that you must apply, some of nothing at all. The first you must look carefully if they were pre-made for Iray or 3Delight, they have completely different light systems.
When you add a spotlight, it doesn't kill your previous lights, the thing is that "Preview lights" only recognize primitive lights such as spotlight. If there is no primitive lights you see all the scene illuminated because the system assumes that you have no lights on your set, so it activates a default ilumination over everything just for preview purposes, not related to the render. Now, when you add a single spotlight, the preview will only show that light, everything else become dark. Again, this doesn't affect the render.
You can enable or disable with CTRL+L.
I'll need to check like you say to know what they used for lighting. Good to know about ctrl+l and that I can adding to the lighting package.
MaxCarna wrote:It's relative to your hardware and the Daz version. I used to use 2x 1070 and Daz 4.10, in 5 to 10 minutes was enough for me. Now I'm using one 2080ti and Daz 4.11, in 2 minutes I can see. The difference is not related to hardware improvement, the complete render time is almost the same. Looks like 4.11 work in a different way, the image come out faster, but the interactions are slower.
Just didn't want to judge the image before I had a good preview so figured I'd ask. Do you prefer one version of daz over another? I'm still on 4.10 and should probably look to see what comes with an update. Didn't see any prompt to ask me to update. Suppose that is part of the download manager or just going to the daz site for a newer version if it does represent an improvement. Using geforce gtx 1080ti.
MaxCarna wrote:If you are in doubt about a character's skin, create a new scene, add only the character, leave as "Dome and scene", Daz default dome will be applied, just render. That will give you a glimpse
Thanks for the incredible suggestion! Was just the ticket to simplify and reduce my variables. Tried the girl in blue from my before and after image posts. Went through her standard options and they all come out in some range of grey skin. Nothing like the way she looks in the promo images so don't know what settings they used. So went custom on her settings like I did on posted images. Have several options that I got good results with. Not the promo image level, but like you've said, they put alot of time and skills into creating those. Having a skin version so she looks good is my goal. I'll compare my options and then have the new custom set be the character going forward. Is there a good way to save a customized version of a girl so that I don't need to keep recreating her with each load? I suppose I could create a scene with her solo and use that as my starting point but didn't know if there would be a better way of doing it such as the custom character.