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Daz Tutorial Daz Lighting, Settings, etc.

iDTerra

Newbie
May 23, 2021
43
854
206
(Reposted from DeviantArt, with minor formatting changes.)

Introduction
This will be a series of posts on 3D rendering in Daz Studio with Nvidia Iray, covering topics such as Lighting Setup, Render Settings and Post Processing.
This is not quite an introductory tutorial, and will skip over the basic settings and dials, for which there already exists a lot of information online. Nonetheless, this is hopefully an informative read, as it contains concepts and techniques that should be deemed of importance to aspiring Daz 3D artists, but incorrectly presented or outright absent in a lot of Daz tutorials. Consider these posts complimentary material to other tutorials out there.

Renders made in Daz Studio version 4.23 (Non Premier). No post-work unless otherwise noted.

About Lighting
This series will introduce the basics of lighting in three parts: Scene Lights (Point/Spot), Environment Lights (Sun-Sky/HDRI), and Surfaces (Fill/Emissive).
Part 1: Scene Lights introduces basic lighting concepts and techniques. We’ll first discuss the effects of direction, size and distance, as well as the relationships between them. Then we’ll look at simple one/two light use cases, and conclude with two in-depth examples.


Lighting Part 1: Scene Light Basics
P1_Banner_1.jpg
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Last edited:

Midzay

Member
Game Developer
Oct 20, 2021
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At the beginning of the lecture, it is necessary to explain what the function of each light source is (4 for start). Of course, it is the transfer of volume in one or another part of the image. And then consider each source according to this function. This is my approach.
 
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iDTerra

Newbie
May 23, 2021
43
854
206
Bokeh Shapes in Daz Studio
(Also posted to the recent issue of .)
bokeh_banner.jpg
Daz Studio offers very few ways of changing the look of bokeh, so it’s all the more important to understand and utilize these limited options. This short post will go through the Daz camera settings - and other tricks/workarounds - that affect bokeh, and thereby change the appearances, characteristics, and feelings of renders.
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