Reality 4.1 Set For Release 21st September


Faster Physically Based Rendering For All!

Exciting times coming up for Reality users. The recent release of LuxRender 1.5 is everything many LR users have been waiting for, and a huge step towards what others are nervously scratching themselves raw for – full featured LuxRender GPU rendering. Taking advantage of the recent release, Reality 4.1 is a grand update for both DS and Poser users. Both Reality and LuxRender have had an extraordinary impact on the community over the years, bringing many artists (hobbyist or otherwise) their first taste of physically based (and accurate) rendering.

For much of that time users have struggled to balance render times with quality, but now with LuxRender 1.5 we are seeing large speed gains on CPU – up to 21 times faster according to the latest YouTube post by Paolo Ciccone. This is the big draw for current Reality users, and will likely be an equally big draw for those considering their PBR options. On top of the gains in CPU rendering, LR 1.5 also includes updates to their OpenCL GPU based renderer.

It would be hard to argue that the inclusion of Iray in DAZ Studio, and to a lesser extent, since the development of Poser, DS and Carrara plugins for Octane, there hasn’t been a diminished interest in LuxRender. I’m one of them. I’ve always stuck with the budget mid level AMD cards, but with Iray effectively halving the “get PBR quickly” entry point, it was too good to pass up. So seeing these latest developments with LR and Reality (not to mention the tantalising future LuxusCore hints at) is a very welcome development. It feels as if balance is returning to the force. Artists wanting in on the PBR racket now have more choice. It’s no longer a matter of go CUDA or wait for the glacial beauty of LuxRender. AMD or Nvidia, CPU or GPU; all DS and Poser users can look forward to faster PBR on a budget that suits them.

It’s Not All About Speed With Reality 4.1

For me, the Reality interface has always been a weak point of the product, particularly when it comes to editing materials. In versions prior to 4, like many other users, I found configuring materials, especially in larger scenes with many surfaces (sometimes with obscure naming conventions), a frustratingly laborious task. Even with updates in this area included in Reality 4, I still often found the messy but natively integrated Luxus much quicker to use. Now it looks like Reality 4.1 is set to squash even more UI nitpicks with the ability to easily bulk edit materials within and across objects.

There are many more very welcome upgrades and additions in Reality 4.1, but I won’t go into them here. Some can be seen in Paolo’s YouTube presentation.

4.1 will be a free update for all current Reality 4 users. Users still on older versions can buy an upgrade direct from Preta 3D – currently $9.95. Reality 4, for those that don’t own it or a previous version, can also pick up DAZ Studio and Poser versions from the previously mentioned Preta 3D, from DAZ 3D, or just about every conceivable DAZ/Poser community store around.

Unbiased (PBR) GPU Rendering in DAZ Studio with Iray

*See this article for graphics card suggestions.

DAZ Studio DAZ Studio users have been enjoying unbiased, physically based rendering (PBR) via GPU for a good while now. The go to for many users up till now has been LuxRender via the Reality and Luxus series of plugins. Octane and it’s tightly integrated plugin for DAZ Studio has been embraced by both, professionals, and enthusiasts with more cheddar to throw at their hobby. Now with DAZ Studio 4.8x (aka Project Iradium – a clever little play on words), DAZ 3D has gone big and, thanks to a recent deal signed with Nvidia, brought production grade unbiased GPU rendering to the masses.

Not familiar with Iray? Just type “Iray” into Google and prepare to have your jaw dropped. The exact details of the deal aren’t clear. I’ve contacted D3D for comment and will post any details that come to light, but any way you slice it, unbiased GPU at this level is a very cool tool to have tightly integrated into DS, especially when sitting alongside 3Delight, DS’s long-time primary render engine.

In this article:

  1. The usual explanations – CUDA, OCL, Unbiased etc (for dinosaurs and noobs)
  2. Basics of using Iray – surfaces and rendering
  3. Iray vs LuxRender

CUDA, OpenCL, Unbiased, GPU – What Does It All Mean?

There is still a good deal of confusion in the community about CUDA, OpenCL, unbiased rendering, and GPU based rendering. As some already know, and others will guess, Iray is a CUDA based engine, so those with newer and beefier Nvidia cards (ie. those with more CUDA cores) will have the most to gain from the new engine. Those with AMD cards (myself included) miss out on all the accelerated goodness, but luckily, we can still make use of Iray as it also includes CPU options.

So, the short:

CUDA is strictly a technology accessible to only those with Nvidia cards

Iray is CUDA reliant for GPU modes of rendering, but those with cards without CUDA cores can still make use of Iray’s CPU modes.

OpenCL is supported by both AMD and Nvidia, but AMD have adopted it to a greater extent. Most examples of programs that utilise OpenCL tend to be much faster on AMD cards.

Unbiased rendering algorithms simulate the way light interacts with geometry and materials in such a way that the results are physically plausible, sometimes to the point where observers are unable to determine the difference between a photograph and a 3D rendering. It is therefore easier to light a scene for unbiased rendering than for one that will be rendered with a biased engine, which often require the placement of more lights and wizardry to produce plausible or aesthetically pleasing results.

The trade-off that has kept unbiased engines in the domain of super geeks and the artistic fringe is that all those simulated photons and surface interactions are incredibly expensive, in terms of processing power. For film and television all those extra cycles can quickly blow the budget. In recent years the massive parallel processing power of graphics cards has seen the development of software to move the burden off the CPU and onto the GPU.

That’s the basics, and in a few short years anyone that happens to read this will smile at my quaint assumption that such things still need to be explained.

Using Iray: The Very Basic Basics

Iray stuff in action.

Iray stuff in action.

Getting The Latest DAZ Studio Public Beta

If you have not yet picked up a free copy of a beta from the DAZ store, pay a quick visit to the DAZ Studio Beta page and add it to your cart. If you have already participated in a beta from the post 4.5x days you can download it from DIM or your product library on DAZ 3D’s site. The steps are a little convoluted for DIM, but if you check out the beta thread on the forum you’ll get there. [Ed] Somehow I missed the fact that the beta page also includes screen caps to show the exact process for installing with DIM.

Surfaces

DAZ have clearly done a lot of work integrating Iray into DAZ Studio. Though the current offering is still a public beta it is easy to get up and running with Iray in minutes. The default DAZ shader translates quite effectively into Iray, as does Age of Armour’s Subsurface Shader Base (SSB), but for best results it is suggestible to apply the Iray ubershader or a fitting shader preset. These presets are all easy to access from Surfaces (tab) > Preset > Shaders > Iray.

Anyone that has any experience SSB or UberSurface should be able to quickly recognise the various inputs and controllers. There is also a pretty darn good preset for G2 characters, though I think it works best for those of lighter skin.

 

Rendering

Rendering is also a breeze. Render Settings (tab) > Engine > NVIDIA Iray. In many cases you can simply hit render. There are some options to play with, especially when it comes to playing with the sun/sky model and tone mapping. Think photography on the latter there – all very familiar to Lux users and photographers, though the values and controls seem to produce some odd results.

45 mins to render? Don't recall exactly now

45 mins to render? Don’t recall exactly now

 

LuxRender Vs Iray

There has been a good deal of debate on the various community forums whether Lux or Iray is faster in both CPU and GPU modes. Given that I’ve slipped behind on LuxRender in recent times I don’t have anything solid to add to the debate. With CUDA and Iray being more mature than both OpenCL and LuxRender I’d take a punt on Iray in both cases. For those willing to forego the most physically accurate results Lux probably has the upper hand as both Luxus and Reality expose a number of Lux’s alternate algorithms, which can produce some great results quickly.

A bonus of Iray is that DAZ have implemented a very nice progressive preview viewport option. This means we can see all the tweaks we make rendered before our eyes in a close approximation to how our final render will look. Compare this with Luxus’ preview, which is perhaps marginally faster (and more restrictive) than exporting to the Lux GUI. Of course, 3Delight users have been enjoying a progressive preview since the DS 4.7x general release.

I have noted that the Iray viewport preview, at least on my CPU, lags and crashes Studio if I ask too much from it too quickly. Given the CPU intensive nature of the preview this is not unexpected, but hopefully DAZ will have a solution to minimise this inconvenience, assuming this is a problem for CPU users in general, and not just me.

The one department Lux stands head and shoulders over the current implementation of Iray in DAZ Studio is its external GUI. With Lux’s GUI you can alter tone mapping and light settings on the fly, along with adding and configuring post effects such as bloom and vignetting. Hopefully we will see similar features for Iray incorporated into the DS GUI.

With OpenCL, and the render engines that utilise it, still playing catch-up to Nvidia’s CUDA technology it is likely plugins like Reality for DAZ Studio will take a hit, but with AMD cards remaining considerably cheaper than those offered by Nvidia , and with more advanced rendering algorithms moving into LuxRender’s pure GPU, it is likely that Lux and Reality will be with DAZ users for years to come.

Conclusion: Being a lover of new toys I am once again considering Nvidia cards against a list of priorities.

Review: The Complete Guide to DAZ Studio 4

complete guide to daz studioI’d like to thank Packet Publishing for supplying me with a reviewers copy of The Complete Guide to DAZ Studio 4. Available: Amazon, Kobo, Booksamillion

Paolo Ciccone is a reasonably well known chap within the Poser/DAZ Studio community with his Reality line of products for both pieces of software. The Complete Guide for DAZ Studio 4 is not his first foray into training material. He has released his video “Make Your Own Reality”, “Blender Survival Guide”, produced the “Reality 3 Master Class” (Poser), and other assorted tutorials on YouTube. Right from the get-go I’ll say that Paolo is concise and clear in delivering his information, something that is always appreciated.

This book does not however live up to its title. It is not really a Complete Guide in any but the broadest sense. Perhaps, Complete Beginners Guide. To be fair, many of the subjects left out are reasonable exclusions, such as painting weight maps and other advanced content creation tools, which the vast majority of users will make little or no use of. There are some glaring omission, such as a discussion of render settings for 3Delight, DAZ Studio’s standard render engine. Many new users have trouble with these controls.

Another area Paolo leaves out is a thorough look at configuring common materials such as metal, glass and skin (or any materials at all) for 3Delight. The cynic in me sees Paolo going about setting up 3Delight as a stick-man ripe for LuxRender and Reality to come in and push over with its catalogue of precooked physically accurate materials. Indeed, the item that Paolo uses to demonstrate the inferiority of DAZ Studio’s materials seems to be picked based on its virtue of being so terribly configured (possibly configured for Poser?). Even a brief beginner oriented exploration of materials would have yielded something far superior.

Paolo claims to have attempted some level of impartiality with his discussion of the merits of 3Delight and LuxRender/Reality, but to me this is very suspect. Biased or not, 3Delight is the render engine DS is integrated with and the one most users will use, so it would have been great to see working with it covered in more detail.

The last area of criticism revolves around the inaccurate way shadow maps and raytraced shadows are introduced in chapter 5. Paolo states that raytraced shadows are always perfectly crisp and that in many situation shadow maps would be preferable. After reading this section I spent some time writing in great detail about how this was terribly wrong and how raytrace produced more physically accurate results, and blah, blah, blah. I won’t bother to reproduce that information here as Paolo produces correct information in following chapters. Why not start out with correct information though?

Other than these criticisms the book is, as already stated, presented in a concise and easy to digest manner. There is no waffle, just good solid information.

Putting together a quick scene and navigation DS

complete guide 1Chapter 1 introduces us to the basics of the DAZ Studio interface and how to tweak the layout for a more rapid and open workflow. We’re also introduced to loading content, Genesis, and auto-fitting clothes and hair.

Shorter shortcuts

Chapter 2 follows up on the user interface tweaks by showing us how to shorten unnecessarily long shortcuts. For me, even as someone who has been using DAZ Studio for a number of years, Paolo’s tweaks are very useful.

Posing Genesis

Chapter 3 deals with posing, and covers the many tools we have at our disposal for creating just the look we need. Paolo also offers up some tips for making poses look more realistic (not like rigid plastic figures). Chapter 4, a nice progression from the previous Genesis focused chapters, covers the creation of unique and interesting characters by mixing and matching Genesis based morph packages and characters.

Basic scene construction, lighting and rendering

Chapter 5, while introducing some questionable information about the properties of raytraced shadows, offers up a lot of great information on the fundamentals of lighting and composition. Paolo talks about camera positioning, lighting and the role shadows play. There is also some useful information on rendering.

Content Installation and Content Brokerages

Chapter 6 is all about finding and installing content, free and otherwise. We are taken on a good look at the big three stores that most DAZ and Poser users will visit. The information about DAZ 3D is somewhat outdated as the site has changed a good deal since this section was written. There is a section on installing content with DIM later in the book.

Chapter 7 fixes up the incorrect information about shadows introduced in chapter 5. There is a lot of great introductory information about lights and settings, cameras and adjusting depth of field and the effects focal length can have on an image. There is a lot more general 3D basics information and stuff about navigating DS in here too.

Building a Scene

Chapters 8 builds on elements already explored in earlier chapters covering scene construction, character posing, conforming clothing, fixing poke through. There is a reasonable explanation of DAZ’s default shader properties and how to edit them, but there is no demonstration of how to produce a reasonable material though. This is a shame as even the basic shader in DS can produce some nice looking metal and plastics, and depending on style, can deliver reasonable skin.

Lighting for 3D

complete guide 2Chapter 9 has more detail on light as we are walked through the process of lighting a rather nice final image, so lots of good pointers here including the incorporation of some techniques used in traditional film and photography. Paolo touches on monitor calibration, a topic which any artist with a little experience under their belt will know is of significance importance. It is a shame that only software/hardware solutions (that cost money) are mentioned when simple DIY approaches, which are more than sufficient for most users, are not acknowledged.

LuxRender and Reality

Chapter 10 gives a solid introduction to LuxRender and Paolo’s baby, Reality. For those that are unfamiliar with LuxRender it is a physically based and unbiased render engine. This means it calculates light and its interaction with materials as accurately as possible/practical, and therefore produces images that are usually more-or-less accurate. Here we find out, that while physically accurate materials can be produced for 3Delight, it is an incredibly involved process. Lux and Reality, on the other hand, offer these delights from the get-go.

I felt Paolo fell far short of his stated intention for objectivity, but can we blame the guy? Reality is his baby and it is a fine bridge between DS and Lux, which in itself is an amazing piece of free software. Maybe I’m just touchy so many in the DS/Poser community seem to be buying into the myth that 3Delight can’t do realism, or that it is so terribly hard. This is not the case. Yes, creating physically accurate materials does require a lot of knowledge, but getting to that “close enough is good enough” is not so hard at all.

Regardless of any bias, LuxRender and Reality are worth considering for any DAZ Studio user. Lux is an increadibly complex and powerful render engine, and Reality does a lot to simplify the process of working with it. Though even then, Lux is not always easy to work with and does require a good deal of trial and error, visits to the forums and the Wiki.

Content Creation for DAZ Studio

Chapter 11 takes us into basic content creation, from exporting a template figure (Dawn in this case) from DAZ Studio, to modelling a basic dress with Modo (complete with UV mapping), and then finally bringing it back to DS where it is rigged and prepared for use with Dawn. While Paolo uses Dawn and Modo to demonstrate the workflow, the basic principles can be applied to any weight mapped DS native figure (such as Genesis), as it can be applied to any 3D modelling software. Through this chapter we see that taking the plunge into making our own content isn’t really that scary.

Animation The DAZ Studio Way

Chapter 12 explores the basics of animation, and the idiosyncratic approach that DAZ Studio adopts. We are also introduced Keymate and Graphmate which bring some much needed tools found in more complete animation software. This chapter contains so much useful information for anyone considering a foray into animation, to avoiding common time consuming disasters, and encoding final sequences for playback.

The Complete Guide to DAZ Studio 4 – Conclusions

The Complete Guide to DAZ Studio 4, might not cover everything new users will need to know, and it has little to offer seasoned users, but it is a solid starter for any new user. This book answers so many common questions, and will shave days, weeks or maybe even months off the usual flailing about process. I would have no problem recommending the book for those new to DAZ Studio.

For seasoned users there might be a chapter here or there that offers a reasonable introduction to subjects they have not ventured into (such as LuxRender, content creation, or animation), but for those more advanced users looking to branch into a new area there might be more complete sources out there.

Available: Amazon, Kobo, Booksamillion


Artist Feature: Eliane CK


Free Tools and Content for 3D Artists

penny diver

Penny Diver

Eliane Camargo (aka Eliane CK) is undoubtedly one of the best known, and influential artists of the Carrara community (as well as the broader DAZ/Poser community). Her works are instantly recognisable and inspire everything from revulsion to awe and everything in between. Eliane is a master of lighting and shaders and moves easily from one render engine to another.

Eliane’s images are a punctuation of colour and light amid low-key environments. Often characters are composed of or wrapped (and/or embedded) in elements as unassuming as the surrounding environments, but it is the splash of colour, the contrast of matt, reflective and flesh surfaces, and clean, realistic lighting that draws us into the artist’s imagination. We ponder these images.

What we are met with at face value, is a mish-mash of eroticism, transhumanism, and fashion parade presented through a science fiction lens. We see wonder, exploration, joy, pain, suffering, beautify and the repulsive. We are invited to let out mind wander to questions about what it is to be human, the nature of consciousness, and the relationship between humans and technology. At least this is what comes to me when viewing Eliane’s works. The artist, herself, is reluctant to comment on what these images are about, instead encouraging the responder to explore at will.

think

Think

Jim: In all your interviews I read, I have never found how or when you started with 3D. What was your first experience with 3D? Was it something you instantly knew you wanted explore?

Eliane CK: I started in 2006 with Poser, just for fun, after that, DAZ 3D and finally Carrara.

Jim: You can see the beginnings of your unique and very recognisable style with your early renders, but looking at your Renderosity gallery you can really see it significantly in the last quarter of 2008 and fully formed by mid-2009. Was the rapid development of your signature style a conscious effort, or is it more about mastery of Carrara? Continue reading