- Dec 28, 2018
- 1,716
- 3,308
First, I'm by no way a Daz expert, so be gentle, but it's something I would have liked to know when I started.
Assets used :
-The one and only
-The generic gen8 female
-A 100x100 rectangle spotlight, 75°spread angle, 6500k, 300000 lumens
-A random pose I don't remember
To get started, let see how Daz render with the basic render setting.
It's kinda alright (it's Iray after all) but gonna try something else.
In the render setting > tone mapping, let's change some numbers :
Gamma : 1.00
Exposure value : 10.75 (to compensate the gamma "correction")
Burn highlights : 0.00
Crush Blacks : 1.00
Looks better, we catch some contrasts, but lose some details.
Let's enable the spectral rendering in the render setting pane, and sharpen the render a little bit.
Filtering :
Pixel Filter : mitchell
Pixel Filter Radius : 0.75
Spectral Rendering :
Spectral Rendering Enable : On
Spectral Conversion Intent : Natural
Spectral Observer : ci1964
Details are back but spectral rendering kinda toned down the lightening.
Let's compensate by changing the exposure value :
Exposure value : 10.00
Final result and the first render back to back :
Assets used :
-The one and only
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-The generic gen8 female
-A 100x100 rectangle spotlight, 75°spread angle, 6500k, 300000 lumens
-A random pose I don't remember
To get started, let see how Daz render with the basic render setting.
It's kinda alright (it's Iray after all) but gonna try something else.
In the render setting > tone mapping, let's change some numbers :
Gamma : 1.00
Exposure value : 10.75 (to compensate the gamma "correction")
Burn highlights : 0.00
Crush Blacks : 1.00
Looks better, we catch some contrasts, but lose some details.
Let's enable the spectral rendering in the render setting pane, and sharpen the render a little bit.
Filtering :
Pixel Filter : mitchell
Pixel Filter Radius : 0.75
Spectral Rendering :
Spectral Rendering Enable : On
Spectral Conversion Intent : Natural
Spectral Observer : ci1964
Details are back but spectral rendering kinda toned down the lightening.
Let's compensate by changing the exposure value :
Exposure value : 10.00
Final result and the first render back to back :