Other settings to keep an eye on are sample rate x and y. This does have a noticeable impact on both quality and render times. The tradeoff between quality and time though is worth it. If you bump it up to say "16", you begin to get diminishing returns almost no noticeable difference in quality, but much greater render time. The shadow samples too is important. Again "4" is okay for draft renders.
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So for me, those realistic elements, are vital. When I watch a movie, I love it when a special effect is good enough to seem plausible. Moreover, I like knowing that the potential for creating something just as convincing, sits waiting in my PC.
To that end Daz Studio is an excellent free way to try your hand at 3D rendering. For many years 3Delight was the only renderer available for Daz Studio. But with the recent arrival of alternative renderers like Lux, Octane, and now Iray, clearly more realism is in demand. What you may not know is that 3Delight possesses hidden power for creating more realistic renders.
You just need to know how to take advantage of it. Bear in mind though, this really applies to just about any surface in your scene.
Note: This post is essentially a repeat of my original post in the forums at Daz3d. So I want to be sure everyone continues to have access to this information. For some, Gamma Correction may be old news.
I was able to find some documentation on the subject from circa Yet, it remains widely misunderstood and frequently discarded, even by experienced users and major industry professionals. There are lots of reputable sources touting the importance of Gamma Correction in 3D rendering. And there are several decent explanations of how it works, though many are highly technical. Shadows that are entirely too dark black. Exaggerated specular burn out a shiny spot that is too bright and often too large.
So with a blue ball, for instance, you mix a portion of paint that is darker blue and often even more saturated in color, but rarely ever true black. Then you might use a lighter color blue for the brighter parts, and then sparingly a bit of white for the most light reflective parts.
You can bring more of these transitional colors into the mix and utilize different methods of blending. But basically, what you would do to visually evaluate what looks right, is what Linear Workflow is arriving at scientifically. Often, setting SSS to half of what it was without Gamma correction is sufficient. How to set Gamma Correction in render settings First, without getting too technical, there are two values you should keep in mind : 2.
For proper Gamma Correction, all color inputs diffuse, sss color, reflection maps get a bit of math done to them before the render using a value of 2.
Whereas, all linear gray-scale and black and white inputs bump, displacement, specular, noise, etc. The render engine then knows to apply a Gamma Correction value of 2. In many cases, this may be all that is needed to get the surfaces in your scene to display Gamma Correction correctly. This is because Daz Studio weights familiar properties in the right way by default. However, there are instances where the content creator may use custom surface shaders, or settings that fail to account for the proper setup for linear workflow.
A common symptom is that your surfaces look really washed out bland in color after you turn on Gamma correction. On the Surfaces tab, find your Diffuse Color image for a given surface. You only need to do this once per image because Daz Studio applies that setting to wherever that image is used. Left click the image thumbnail, then Image Editor… and set your Image Gamma to 2. The default value of 0 has no real mathematical correlation. Instead it instructs the render engine to set the correct value based on the image format.
Most of the time it will guess correctly, but sometimes it may not. You know better because you know color when you see it. Adjust Linear Inputs If Needed If things in your render are still looking funky, it may also be worthwhile to use this same method on your bump, displacement, normal, specular , transparency, or other non-color image maps. The only difference is that you need to set these maps to a value of 1 rather than 2.
In that case, your best option would be to open the color image in an image editor, convert it to gray-scale, and save it out with a different name. Then you can leave the original color image in Diffuse Color for example with its value set to 2. But if you want to apply Gamma Correction selectively to only certain surfaces in your scene, then leave the Gamma section of Render Settings at defaults GC: Off and Gamma 1. You need to know the basics of using Shader Mixer for the next step.
Building on Gamma Correction and taking it further: Using one of these two methods of Linear Workflow, we basically apply Anti-Gamma Correction to all color inputs. That way, they can be mixed with light black to white grayscale properly. The result is more color and detail in shadows as well as the brightest parts of our image. We also get colors that are truer to our inputs. For instance, in Figure B above, the prominent aquamarine specular halo default is almost non-existent in the Gamma Correction render.
You may also discover that scenes you setup with Gamma Correction off are now too bright. But be aware that Gamma Correction renders will perform better whether your scenes are bright or dark. You will still be able to get dark shadows and saturated colors when you need them. You just need to reduce your light intensity, if you want to match previous scene values.
Many consider reducing by one third to be a good approximation. Many of the tricks and advanced techniques we used to light our scene without Gamma Correction become less necessary. But maybe this is enough to chew on for the moment. I hope this helps you get more realism out of your renders! Design Clients Every graphic, website, and 3d model created by Chris Parrish Design is unique and custom made to client specifications. All websites adapt for best view on pc, tablet, and mobile phone.
Realism with DAZ Studio and 3Delight – Gamma Correction Demystified