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Daz Tutorial Tone Mapping, Gamma Correction & Spectral Rendering

Deleted member 1121028

Well-Known Member
Dec 28, 2018
1,716
3,292
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.

default_scene.png


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

tonemapped_scene.png

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

tonemapped_and_spectral_rendering_scene.png

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 :

tonemapped_and_spectral_rendering_exposure_scene.png default_scene.png
 

recreation

pure evil!
Respected User
Game Developer
Jun 10, 2018
6,260
22,220
Nice one, I must have missed it.
So I'm not the only one who uses mitchel^^
One thing to mention is that spectral rendering usually ups the rendering time, but this is a good setting, even without spetral rendering. My render settings often look somewhat similiar.
 

Deleted member 1121028

Well-Known Member
Dec 28, 2018
1,716
3,292
One thing to mention is that spectral rendering usually ups the rendering time, but this is a good setting, even without spetral rendering. My render settings often look somewhat similiar.
mitchell ftw!
Spectral rendering kinda helps pushing skin textures details and micro-details (I think mostly because SSS use RGB channels but ain't an expert), but yeah it can be quite pointless if let's say, you use not-so-detailed textures, doing a long shot or use any denoiser.
 

DoctorPervic

Well-Known Member
Game Developer
Aug 13, 2019
1,062
4,403
how long do you set the renderer for like how many seconds or how many itilerations?