[Released] IBL Master - Image Based Lighting control for both renderers & a new IBL for 3Delight

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Comments

  • Sven DullahSven Dullah Posts: 7,621
    edited January 2018
    kyoto kid said:

    ...most of 3DL HDRs I have include scenery which doesn't match at all with the rest of the scene. While do have Skies of Economy (which also includes UE HDRs) I often find those to have far to much cloud cover for certian types of scenes such as this one.

    The photo plane is not an issue because I turned "cast shadows" off for it in the render settings of the parameters tab so it doesn't interfere with the IBLM light (otherwise there'd be a slight shadow on the set at the far end).

    When I first set out creating this scene I wanted to see how seamlessly I could combine 3D meshes with a photo backdrop.  I also set the scene up to have a number of  different elements like transparency, reflections, transmaps, etc as a challenge for it is one thing to place a character in front of a photo but a whole different situation when you have other elements with different properties to deal with. This was also the reason it became my "benchmark" scene for comparing Iray and 3DL (originally it was Lux and 3DL).  Having put as much time into it like I did, it got to the point it ended up telling a story (happens a lot with me) becoming the "last day of school" for the main character in my story (the red haired girl) and a freind of hers, so I needed it to look like a nice bright warm early June afternoon in Zagreb where she grew up.  Removing the backdrop would pretty much ruin the scene and again it isn't contributory to the troublesome matters I am running into.

    I understand what you're saying. But since you are complaining about long rendertimes I thought you would try rendering in progressive mode with only a HDRI that is as close as possible to the lightning in your scene to see if it makes any difference. It seems like pure HDRI light renders the fastest;) No need to remove the sky in your scene, just use a HDRI as light source. To clarify, load the HDRI image in the base color slot of the control sphere, then hide the environment sphere.

    Post edited by Sven Dullah on
  • kyoto kidkyoto kid Posts: 41,057
    edited January 2018

    ..again I have no 3DL HDRs other than the ones I mentioned.  Three have background scenery (basically the two Yosemite and Recreation ones by DimensionTheory) which really wouldn't fit, and Skies of Economy which is really just a set of skydomes that have secondary HDRs that only work with UE (the latter still has a separate distant light and uses a UE component for the Indirect lighting).  The only other HDRIs I have are in the the IBL skies for Iray bundle and one by Mec4D which is just an ambient light which I use for photoshoot rendering of characters in Iray.

    I am using one of the HDRs from the IBL skies for Iray, but as I mentioned earler, when I turn off the plane and just use the HDR, the sky comes out with a greenish tint, even without the distant light. Again the IBLM light is set to white (255, 255, 255) and I have no other lights in the scene (I removed the AoA Ambient and Spotlight I used in the original non HDR version) so I don't know why the discolouration is ocurring.

    Even with just the HDRI, Progressive mode was taking longer than Default mode. To get a clean non grainy output from the IBL light in either mode, I had to crank the sample rate up to 128.  32 samples (the suggested maximum) still looked terrible, particularly on the interior of the shelter and windows.

    Post edited by kyoto kid on
  • ParrisParris Posts: 392
    kyoto kid said:

    ..again I have no 3DL HDRs other than the ones I mentioned.  Three have background scenery (basically the two Yosemite and Recreation ones by DimensionTheory) which really wouldn't fit, and Skies of Economy which is really just a set of skydomes that have secondary HDRs that only work with UE (the latter still has a separate distant light and uses a UE component for the Indirect lighting).  The only other HDRIs I have are in the the IBL skies for Iray bundle and one by Mec4D which is just an ambient light which I use for photoshoot rendering of characters in Iray.

    I am using one of the HDRs from the IBL skies for Iray, but as I mentioned earler, when I turn off the plane and just use the HDR, the sky comes out with a greenish tint, even without the distant light. Again the IBLM light is set to white (255, 255, 255) and I have no other lights in the scene (I removed the AoA Ambient and Spotlight I used in the original non HDR version) so I don't know why the discolouration is ocurring.

    I get that you have been repeating yourself. smileyWithout frustrating you further, I would suggest that text descriptions here are not an adequate means of accurately describing the problem or diagnosing it. I would need to see what you see. A screenshot of your render settings, your viewport, a render, and anything else you can show that demonstrates visually what you are describing should help things considerably. 

  • kyoto kidkyoto kid Posts: 41,057

    ...there are a lot of things I am seeing which don't make sense.

  • ParrisParris Posts: 392
    kyoto kid said:

    ...there are a lot of things I am seeing which don't make sense.

    Right. And I don't think I can help you make sense of them unless I can see them ...

  • kyoto kidkyoto kid Posts: 41,057
    edited January 2018
    kyoto kid said:

    ...most of 3DL HDRs I have include scenery which doesn't match at all with the rest of the scene. While do have Skies of Economy (which also includes UE HDRs) I often find those to have far to much cloud cover for certian types of scenes such as this one.

    The photo plane is not an issue because I turned "cast shadows" off for it in the render settings of the parameters tab so it doesn't interfere with the IBLM light (otherwise there'd be a slight shadow on the set at the far end).

    When I first set out creating this scene I wanted to see how seamlessly I could combine 3D meshes with a photo backdrop.  I also set the scene up to have a number of  different elements like transparency, reflections, transmaps, etc as a challenge for it is one thing to place a character in front of a photo but a whole different situation when you have other elements with different properties to deal with. This was also the reason it became my "benchmark" scene for comparing Iray and 3DL (originally it was Lux and 3DL).  Having put as much time into it like I did, it got to the point it ended up telling a story (happens a lot with me) becoming the "last day of school" for the main character in my story (the red haired girl) and a freind of hers, so I needed it to look like a nice bright warm early June afternoon in Zagreb where she grew up.  Removing the backdrop would pretty much ruin the scene and again it isn't contributory to the troublesome matters I am running into.

    I understand what you're saying. But since you are complaining about long rendertimes I thought you would try rendering in progressive mode with only a HDRI that is as close as possible to the lightning in your scene to see if it makes any difference. It seems like pure HDRI light renders the fastest;) No need to remove the sky in your scene, just use a HDRI as light source. To clarify, load the HDRI image in the base color slot of the control sphere, then hide the environment sphere.

    ...If I turn the environment sphere off, I only get a null (transparent) background which ruins the reflections.  Not about to paint these in by hand.

    Post edited by kyoto kid on
  • kyoto kidkyoto kid Posts: 41,057
    edited January 2018

    ...the one issue I really am having at this time are those pesky shadow artefacts (which are visible on the images I already posted).  Everything else is looking pretty good and some other things I know how to improve as they are shader/texture matters.

    Post edited by kyoto kid on
  • Sven DullahSven Dullah Posts: 7,621
    edited January 2018
    kyoto kid said:
     

    ...If I turn the environment sphere off, I only get a null (transparent) background which ruins the reflections.  Not about to paint these in by hand.

    That's why I suggested to use a skydome.

    Post edited by Sven Dullah on
  • kyoto kidkyoto kid Posts: 41,057

    ...the only surrounding sky in the scene was produced by the HDR, I was using no Skydome, just the photo backdrop. I do have teh skydomes from LDP2 and Azure skies which more closely match the photo which I will try later.

  • Sven DullahSven Dullah Posts: 7,621
    kyoto kid said:

    ...the only surrounding sky in the scene was produced by the HDR, I was using no Skydome, just the photo backdrop. I do have teh skydomes from LDP2 and Azure skies which more closely match the photo which I will try later.

    You can apply UberSurface to a skydome and hide it with Fantom but have reflections show up in all reflective surfaceswith raytrace enabled. Just a suggestion;)

  • kyoto kidkyoto kid Posts: 41,057

    ...I don't realy need to hide it, just make sure the backdrop plane is inside the dome.

  • IceDragonArtIceDragonArt Posts: 12,548
    FirePro9 said:

    Having so much fun with IBL Master that I searched my DAZ content for all of my skydomes, 360s, hdr and exr files and copied them to a new HDR folder so I could play with them more easily.  That is when I discovered that hdr and exr files do not show thumbnailis in Windows File Explorer.  I first searched for hdr viewers but then came across FastPictureViewer codec that adds hdr and exr viewing & thumbnails to Windows.  Now when browsing for a new enviornment dome file I just go to my HDR folder and I can view thumbnails of all my hdrs in one place!

    Here is a link to the FastPictureViewer Codec website: https://www.fastpictureviewer.com/codecs/

    They have a free 15-day trial with a nag screen on boot up but if you have a lot of hdr files you will probably want to pay the $10 for the codecs, I did.

    This looks really helpful thanks for the link!

  • IceDragonArtIceDragonArt Posts: 12,548

    Ok so after testing IBLM with some indoor scenes using 3DL and not owning any HDRIs I found out that IBLM has to have a map plugged into the base color to give AO. I played with the public indoor pool and first tried no map but it just lights everything without shadows or AO just like UE2 in ambient mode. So I made a mid grey png and popped it into the base color slot and voila it worked. Here is a test render. I used the Uberarea light shader for ceiling lights and rendered in progressive mode. IBLM diffuse samples cranked up to 196 and Uberarea samles at 128. Refractive water and lots of reflective surfaces, rendertime 19 minutes.

    @Parris: Can you confirm the AO strength/color depends on the greyscale of the map plugged into IBLM basecolor slot? Do I get stronger AO with a darker map?

    image

    This looks amazing.

  • RAMWolffRAMWolff Posts: 10,212
    edited January 2018

    Your product is causing my DAZ Studio to crash out.  I'm using the up to date General Release so not sure what's going on.  I just had this happen for the umtheenth time.  Never had a light set crash the program before! 

    Strangely most of the crashes have been when I created a script load of a file that has IBL Master as part of the file.  If I load the file right from the Content Library I'm fine.  SO not sure what that's all about. 

    Post edited by RAMWolff on
  • barbultbarbult Posts: 24,244
    edited January 2018
    RAMWolff said:

    Your product is causing my DAZ Studio to crash out.  I'm using the up to date General Release so not sure what's going on.  I just had this happen for the umtheenth time.  Never had a light set crash the program before! 

    Strangely most of the crashes have been when I created a script load of a file that has IBL Master as part of the file.  If I load the file right from the Content Library I'm fine.  SO not sure what that's all about. 

    Be sure you didn't install with Daz Connect. I had lots of problems until I uninstalled the connect version and installed with DIM.
    Post edited by barbult on
  • kyoto kidkyoto kid Posts: 41,057
    edited January 2018

    ..OK figured out why the sky in the environment sphere was looking so awful.  As the HDR I was using was made for Iray apparently it needs to make use of the Emissive channel.  Well in 3DL that translates to the Ambient channel.  Now from my experience with using Poser content from years ago it seemed for Poser shaders they always had the Ambient value set at 100%. which of course in Daz, made the shaders look too bright. So I simply set the Ambient value to 0 and voila!, the sky looked like a real natural sky.  (see attachment).  Ufortunately it seems sort of bare without the city backdrop.  Now I easly could strip the sky from the photo in PSP or Gimp by making it transparent, but that wouldn't work for the plane as dialling down the it's opacity would also affect the attached photo image.

    The excitement was short lived as I noticed another bothersome situation. In the parabolic mirror at the corner there was a reflection of what appears to be a secondary light source (see attachment 2).  I closed in and did a test render, and apparently it was produced by the HDRI as the distant light is at a higher angle as well as coming almost from behind while the artefact corresponds with the location of the IBL .  Now  a few days ago when I was helping someone with creating highly polished reflective surfaces for a 3DL model he was working on I noticed that the AoA ambient light I was using caused a similar effect.  That was easily solved by simply flagging the test object to not be illuminated by the Ambient light.  However with the IBL light, that isn't an option. I turned off render visibility in the parameters tab for the Control Sphere and IBLM light (The IBLM  Master Control has it off by default). I also left the setting on for the Environment sphere as that would have turned off the sky background.  Even with those changes, the second light artefact still persisted.

    bus stop HDR only.jpg
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    mirror artefact.jpg
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    Post edited by kyoto kid on
  • Sven DullahSven Dullah Posts: 7,621
    edited January 2018
    kyoto kid said:

    Experimenting with adjusting the IBLM hading strength (set that to 85%) and it seems to have helped somewhat. 

    @kyoto kid  I relit a large environment set I kitbashed together a while ago (attached img) with IBLM, and the groundplane rendered with a bunch of black spots both in default and progressive mode. Thanks to your comment I lowered the shading strength from 100 to 78% and that solved the problem.

    @Parris Can you share some brief information about the shading strength parameter, how is it linked to shadow intensity?

    @IceDragonArt Thank you for your kind comment:)

    This scene has thousands of instances, 90% of which are transmapped. Also high rez ground + 2 geometry shells with transmaps. AoA distant light for sunlight and IBLM for global illumination. Rendertime 8 min. in progressive mode:

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    The Shelter IBLM.png
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    Post edited by Sven Dullah on
  • GoneGone Posts: 833

    @kyoto kid 

    The mirror thing looks like a specular reflection. I've found that that highly reflective surfaces should have specular turned off when using IBL.

  • Sven DullahSven Dullah Posts: 7,621
    edited January 2018

    Ok I run into a bit of a trouble for the first time with IBLM in 3DL, related to kyoto kid's issue. I downloaded some freebie HDRIs so I loaded a character to test them out. Noticed some strange artefacts on her pants much the same as in kk's render with the girls, one of them had a black spot on her skin, in my case it's only on her pants. I first thought it was something with the HDRIs so I deleted everything from the scene except the figure and loaded IBLM again and rendered with the default settings and the default HDRI. Here's the result. I made 3 renders from different angles to show that the spots move depending on angle. I tried default 3DL with shadow rate at 0.1, progressive mode and scripted 3DL (pointbased occlusion) and they all looked the same. I fiddled with IBLM light settings, shadow bias, diffuse samples, shading strength, light intensity, intensity multiplier but the spots remained. Decreasing shading strength makes the spots lighter but they don't go away, and it makes the lightning flatter and more twodimensional. I also upped SubD to 4 on the pants but it made no difference.

    So the scene is a figure and IBLM, nothing else. First three renders are 3DL and the 4th is IRay with default settings and dome only. Thoughts or advice?

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    ARTEFACT IBLM 1.png
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    ARTEFACT IBLM 2.png
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    ARTEFACT IBLM 3.png
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    ARTEFACT IBLM 1 IRAY.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621

    Ok I run into a bit of a trouble for the first time with IBLM in 3DL, related to kyoto kid's issue. I downloaded some freebie HDRIs so I loaded a character to test them out. Noticed some strange artefacts on her pants much the same as in kk's render with the girls, one of them had a black spot on her skin, in my case it's only on her pants. I first thought it was something with the HDRIs so I deleted everything from the scene except the figure and loaded IBLM again and rendered with the default settings and the default HDRI. Here's the result. I made 3 renders from different angles to show that the spots move depending on angle. I tried default 3DL with shadow rate at 0.1, progressive mode and scripted 3DL (pointbased occlusion) and they all looked the same. I fiddled with IBLM light settings, shadow bias, diffuse samples, shading strength, light intensity, intensity multiplier but the spots remained. Decreasing shading strength makes the spots lighter but they don't go away, and it makes the lightning flatter and more twodimensional. I also upped SubD to 4 on the pants but it made no difference.

    So the scene is a figure and IBLM, nothing else. First three renders are 3DL and the 4th is IRay with default settings and dome only. Thoughts or advice?

     

    I figured it out! I looked at the material settings for the pants and removed the normal map and that fixed it. So it seems IBLM can not handle normal maps? Have to do some more testing on that.

  • QuasarQuasar Posts: 638
    Parris said:
    Quasar said:

    I'm getting strange shading when I use IBLM and 3Delight. Here is a render without the textures so you can see what I'm referring to better. This wasn't happening with UE2. Does anyone know what's going wrong?

    Yes, I think those dark lines are occlusion artifacts. Try rendering with Progressive on - Render Settings tab > Progressive > Progressive Rendering > On.

    That worked. I wonder why the occlusion creates artifacts in the normal render mode. At least progressive rendering is an option we have to fix it. While rendering with progressive rendering on, however, I noticed what looked like a big portion of the ground plane still visible. I changed the opacity to 100% to make sure and it rendered even darker so I knew it was part of the ground plane. Fortunately, setting opacity to 0% still created a shadow and hid the ground plane as well. 

  • kyoto kidkyoto kid Posts: 41,057
    edited January 2018
    Gone said:

    @kyoto kid 

    The mirror thing looks like a specular reflection. I've found that that highly reflective surfaces should have specular turned off when using IBL.

    ...face palm...thank you.  It's always something simple. Spent about an hour last night trying to get rid of that.

    Post edited by kyoto kid on
  • ParrisParris Posts: 392
    edited January 2018
    kyoto kid said:
    Gone said:

    @kyoto kid 

    The mirror thing looks like a specular reflection. I've found that that highly reflective surfaces should have specular turned off when using IBL.

    ...face palm...thank you.  It's always something simple. Spent about an hour last night trying to get rid of that.

    Right. Specular is faked reflection. So with dull surfaces, you can't tell easily. But with smooth reflective surfaces, you should have specular or ray traced reflections, not both (or the fakery will be obvious).

    Post edited by Parris on
  • RAMWolffRAMWolff Posts: 10,212
    barbult said:
    RAMWolff said:

    Your product is causing my DAZ Studio to crash out.  I'm using the up to date General Release so not sure what's going on.  I just had this happen for the umtheenth time.  Never had a light set crash the program before! 

    Strangely most of the crashes have been when I created a script load of a file that has IBL Master as part of the file.  If I load the file right from the Content Library I'm fine.  SO not sure what that's all about. 

     

    Be sure you didn't install with Daz Connect. I had lots of problems until I uninstalled the connect version and installed with DIM.

    I never ever use Connect. Always installed using DIM! 

  • Sven DullahSven Dullah Posts: 7,621
    RAMWolff said:
    barbult said:
    RAMWolff said:

    Your product is causing my DAZ Studio to crash out.  I'm using the up to date General Release so not sure what's going on.  I just had this happen for the umtheenth time.  Never had a light set crash the program before! 

    Strangely most of the crashes have been when I created a script load of a file that has IBL Master as part of the file.  If I load the file right from the Content Library I'm fine.  SO not sure what that's all about. 

     

    Be sure you didn't install with Daz Connect. I had lots of problems until I uninstalled the connect version and installed with DIM.

    I never ever use Connect. Always installed using DIM! 

    Try reinstalling IBLM! I installed it before I installed DS 4.10 beta public build and had to reinstall. After that I haven't had a single error message or anything.

  • kyoto kidkyoto kid Posts: 41,057
    Parris said:
    kyoto kid said:
    Gone said:

    @kyoto kid 

    The mirror thing looks like a specular reflection. I've found that that highly reflective surfaces should have specular turned off when using IBL.

    ...face palm...thank you.  It's always something simple. Spent about an hour last night trying to get rid of that.

    Right. Specular is faked reflection. So with dull surfaces, you can't tell easily. But with smooth reflective surfaces, you should have specular or ray traced reflections, not both (or the fakery will be obvious).

    ...yep, that did the trick.

  • kyoto kidkyoto kid Posts: 41,057
    edited January 2018

    ...I don't know what it is but Progressive just seems to drag for me compared to the Default mode. 80% complete at 19 min:30 sec min.  For some reason after reaching 74% it slows to a bloody crawl taking about 5 min per 1%. that would put the final render time somewhere around 2 hours which is almost as long as it takes in Iray.  This is with the photo backdrop turned off and just using the HDR.

    My last run in Default mode took 19 min and 40 sec. to complete.

    03:00, heading to bed after beating my head over trying to solve that anti aliasing issue on the school bag highlight.  The higher I set the pixel rate, the longer it seems to take. It's either that or I get those shadow artefacts on the one girl's collarbone if I use the Default mode.

    Post edited by kyoto kid on
  • nicsttnicstt Posts: 11,715

    I've noticed that rendering in IRAY with it loaded, causes scenes to drop to CPU quicker; deleting it allows me to get more renders in.

    I'm not returning it, as I find it too useful, just wondering if anyone else has noticed?

  • Sven DullahSven Dullah Posts: 7,621
    edited January 2018

    @Parris

    After further testing I've come to the conclusion that there is a MAJOR problem with your light shader. I posted earlier about removing normalmaps which seemed to fix the problem with black spots. However in this case it did not. The surface with the problems in the attached renders is a DS default shader and I removed the normal maps but it did not change anything. The lightning is pure HDRI and rendered with progressive in 3DL. As you can see it's all about at which angle you view the material so it seems it's related to normals. I'm just guessing of course as I'm far from an expert on the subject but I would very much like to get a comment or suggestion as how to solve this problem. It IS a problem as this makes your product totally useless for animation, as soon as you move the camera this causes all kinds of trouble with flickering.

    I love the way your shader handles transmapped stuff but this is becoming a gamebreaker for me.

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    IBLM PROBLEM 1.png
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    IBLM PROBLEM 2.png
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    IBLM PROBLEM 3.png
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    IBLM PROBLEM 4.png
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    IBLM PROBLEM 5.png
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    IBLM PROBLEM 6.png
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    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited January 2018

    One more example of the issue with IBLM. 3DL in progressive mode, default HDRI, default IBLM light settings. No normal maps.

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    GENERAL STORE IBLM 1.png
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    GENERAL STORE IBLM 2.png
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    GENERAL STORE IBLM 3.png
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    GENERAL STORE IBLM 4.png
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    GENERAL STORE IBLM 5.png
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    GENERAL STORE IBLM 6.png
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    Post edited by Sven Dullah on
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