Reflective Radiance for 3Delight [Commercial]

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  • MarshianMarshian Posts: 1,462
    edited March 2017

    Oh I forgot to try that myself. I have a feeling the relfective light may not like it too much (could mean longer render times). I'm looking forward to your results.

    btw- this thread has past 1k views! A first for me I think. Good times.

    Post edited by Marshian on
  • hacsarthacsart Posts: 2,025

    Nice effects on the colour mixing of the emissives, and very soft shadows from them..

     

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  • dawnbladedawnblade Posts: 1,723

    Here is a scene with Fantasy Warship, LoREZ Skeleton Army, your Day Green lights, and Emissive Orange light on the dragon's eye. I selected the green lights early in the setup; might have gone with a different color after adding the water  (just a plane with material) and choosing a background. What color would you have used?  My scene would look much better with an ocean like Ocean Wide (currently in my wishlist), but I needed to use this freebie ocean until OW goes on sale again.

    This render at default quality took 24 min. 45 sec. Notice the ship's reflection in the water on the port side, and the shadows on the sail and on the water on the starboard side!

    I will also try a render with Above the Fog using this scene and post results later.

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  • MarshianMarshian Posts: 1,462

    Thanks for posting dawnblade- There is a nice blue glow coming up form the water. Having Ocean Wide is a good idea for the realism of this scene, glad you mentioned that. Ocean Wide loads with its own lights so I would delete those and use one of the sunset presets that came with this set- they will match your dome very well.

    Since hacsart introduced the idea of using Above The Fog I decided to experiment with the two products. What I found is the fog does not catch and scatter light from the emissive surfaces of Reflective Radiance. They will still glow behind it and the fog effects still work its just that the fog appears as a gray smoke over these areas. It means that a linear pointlight will need to light those areas separately in order for the fog to "glow" from the emissive surfaces...a little helper light.

  • dawnbladedawnblade Posts: 1,723
    Marshian said:

    Thanks for posting dawnblade- There is a nice blue glow coming up form the water. Having Ocean Wide is a good idea for the realism of this scene, glad you mentioned that. Ocean Wide loads with its own lights so I would delete those and use one of the sunset presets that came with this set- they will match your dome very well.

    Since hacsart introduced the idea of using Above The Fog I decided to experiment with the two products. What I found is the fog does not catch and scatter light from the emissive surfaces of Reflective Radiance. They will still glow behind it and the fog effects still work its just that the fog appears as a gray smoke over these areas. It means that a linear pointlight will need to light those areas separately in order for the fog to "glow" from the emissive surfaces...a little helper light.

    You're welcome and thanks for the lighting tips! :)

  • dawnbladedawnblade Posts: 1,723

    For the record, I had no idea until now when I checked it that you made Ocean Wide! I hope I didn't put you on the spot. I truly meant it when I said my scene would look much better with it, regardless who made it. blush laugh

     

  • MarshianMarshian Posts: 1,462
    edited March 2017

    Sweet! You put me and Ocean Wide in the spotlight, which is good. Thank You.

    dawnblade- Heres a render I did yesterday showing these Reflective Radiance lights and shaders on the Yamaki Bike. The glow from the tires is nice when they are in the dropshadow of the bike, with the bike lit from behind. If you're inspired you could try this with your ship illustration. I think your skydome light source will allow it because it has the sun setting on the lower right side.

     

    Post edited by Marshian on
  • RAMWolffRAMWolff Posts: 10,212

    That's really cool Marshian! 

  • MarshianMarshian Posts: 1,462

    Thank youuuuu RAMWolff! A big push for 3Delight. Hopefully it can sit at the same table with Iray now. Both have their own good and bad but I hope they are much closer now.

  • RAMWolffRAMWolff Posts: 10,212

    Doing promo's for 3Delight is a PITA so this should hopefully help with lighting things nicely! 

  • dawnbladedawnblade Posts: 1,723
    Marshian said:

    Sweet! You put me and Ocean Wide in the spotlight, which is good. Thank You.

    dawnblade- Heres a render I did yesterday showing these Reflective Radiance lights and shaders on the Yamaki Bike. The glow from the tires is nice when they are in the dropshadow of the bike, with the bike lit from behind. If you're inspired you could try this with your ship illustration. I think your skydome light source will allow it because it has the sun setting on the lower right side.

     

    Great! Thank you! Will give it a go. 

  • hacsarthacsart Posts: 2,025
    edited March 2017

    I do like the way emissive planes can be used... Here's an oldie, Feng's Noodle shop. Scene lit with the RR3 night preset and 3 planes with the white emissive shaders, plus a schwack of other surfaces shaded with th emissive shaders. love the soft light effect!
    Now if only you could set up an invisible plane that would still emit when used with the shaders, that;d be champion!

     

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    Post edited by hacsart on
  • MarshianMarshian Posts: 1,462

    Thats a very nice render, and big. Yes, the soft lighting...so tasty like Fengs Noodles. 

    I think I know of a way to create the invisible emissive plane now that you mention it. I'll look into it and post back here.

  • hacsarthacsart Posts: 2,025

    ah! waiting with bated breath! Hope you can get it working!

  • MarshianMarshian Posts: 1,462
    edited March 2017

    hacsart! Great news, I got it to work. Invisible Emissive Planes. I would have included this as a product feature if I had figured it out earlier but now, hopefully, other artists can find the recipe here.

    I placed the two planes on the ground so that you can see exactly what is going on. I'm pretty sure the intensity of the light is the same on both sides of the planes even though it does look diminished here on their "out-sides". I flipped the blue one around and it had no effect. Overall I'm starting to notice that the warmer emissive surfaces dont have to be turned up as high. In this render the orange and blue are at the same setting, the orange is clearly more intense

    Quality is still relative to the settings of the UE2 and Reflective Light. This render is a bit grainy but I wanted it to render fast for a test. Now (once the plane has been converted) there is an extra quality setting within UberSurface that affects the Occlusion Shading Rate.

    This is all because of your inspiration. Rejoice!

    Post edited by Marshian on
  • hacsarthacsart Posts: 2,025

    Gaudete omnes et laetamini!!!  Thanks for this, a really useful setup, and one that is bound to be of great use to we who use 3DL... I'll have a go and see  how it works..

    Thanks again..

  • MarshianMarshian Posts: 1,462

    Ok I just had to see this in high quality. These planes are still sitting on the floor so the next test would be to render them in a scene where they are floating, when the panels are not close to or pointing right at each other. My best guess on the difference between intensity of outside the planes vs inside is that the light is actually bouncing back and forth between them. A render with one plane would probably tell.

    This opens up so many ideas- what happens inside/outside an invisible emissive sphere? What kind of light emits from the corners of an invisible cube? How does clothing look on a glowing invisible figure? What if the plane is emitting the light of an image? Maybe someone will explore these....

     

  • hacsarthacsart Posts: 2,025

    time to play some more, given your questions.. There is a veritable ton of possibilities..

  • LinwellyLinwelly Posts: 5,947
    Marshian said:

    Ok I just had to see this in high quality. These planes are still sitting on the floor so the next test would be to render them in a scene where they are floating, when the panels are not close to or pointing right at each other. My best guess on the difference between intensity of outside the planes vs inside is that the light is actually bouncing back and forth between them. A render with one plane would probably tell.

    This opens up so many ideas- what happens inside/outside an invisible emissive sphere? What kind of light emits from the corners of an invisible cube? How does clothing look on a glowing invisible figure? What if the plane is emitting the light of an image? Maybe someone will explore these....

     

    wow this sounds like an interesting thing to explore, very nice idea! Will start that soon!

  • hacsarthacsart Posts: 2,025

    Camera inside (near centre) of an invisible emissive sphere.... low quality, but it does work..

     

    rr3_inside_sphere_test.jpg
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  • LinwellyLinwelly Posts: 5,947
    hacsart said:

    Camera inside (near centre) of an invisible emissive sphere.... low quality, but it does work..

     

    So its not the cylinder that emits light its just illuminated very bright?

  • hacsarthacsart Posts: 2,025

    Yep.. that cone is cloe to, but outside the invisible sphere, the camera pointing at it is inside the invisble sphere. Cone is lit by the emmisive surface of the sphere..

    Linwelly said:
    hacsart said:

    Camera inside (near centre) of an invisible emissive sphere.... low quality, but it does work..

     

    So its not the cylinder that emits light its just illuminated very bright?

     

  • hacsarthacsart Posts: 2,025

    and an invisble cube emissive...

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  • MarshianMarshian Posts: 1,462

    Very interesting work there. I wondered if the corners would go dark.

    Looks like a portal.

  • hacsarthacsart Posts: 2,025

    Indeed, that cube effect could be useful, for sure.. Here's an emissive invisible G2 Female.. I did find that one needs to increase the emissive (ambient) a fair bit using a figure..

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  • Joe WebbJoe Webb Posts: 837
    Marshian said:

    hacsart! Great news, I got it to work. Invisible Emissive Planes. I would have included this as a product feature if I had figured it out earlier but now, hopefully, other artists can find the recipe here.

    I placed the two planes on the ground so that you can see exactly what is going on. I'm pretty sure the intensity of the light is the same on both sides of the planes even though it does look diminished here on their "out-sides". I flipped the blue one around and it had no effect. Overall I'm starting to notice that the warmer emissive surfaces dont have to be turned up as high. In this render the orange and blue are at the same setting, the orange is clearly more intense

    Quality is still relative to the settings of the UE2 and Reflective Light. This render is a bit grainy but I wanted it to render fast for a test. Now (once the plane has been converted) there is an extra quality setting within UberSurface that affects the Occlusion Shading Rate.

    This is all because of your inspiration. Rejoice!

    Wow! This is wonderful!

    I think the light looks "diminished" on the 'out-sides' because the plane might be blocking either other's light? That is, the area between is lit by both, but the rays aren't calculated if they go through another light plane, even an invisible one? Anyway, this was a great product to begin with and now its certainly a must have.

    You're right about it not playing well with Above the Clouds - I'm hours into a render that features AtC fog, reflective surfaces, visible emitting surfaces and invisible emitting surfaces. I threw everything I had at it. I may have cranked the light strength up too high, but what I'm seeing so far is great; I just hope it doesn't crash. I probably over did it.

     

  • MarshianMarshian Posts: 1,462

    I hope to see a render Joe Webb! Thanks for stopping by and posting.

  • LinwellyLinwelly Posts: 5,947
    edited March 2017

    here is the DAZ dragon 3 with a golden texture, which I think really works nicely in the refelctive radiance light, n ow I can go test inc´visible light panels and the like

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    Post edited by Linwelly on
  • IceDragonArtIceDragonArt Posts: 12,548

    Wow Linwelly it looks like his scales are made from gold and throwing off light.  Very cool!  I have got to find the time to sit down and play with this!

  • dawnbladedawnblade Posts: 1,723

    Nice, @Linwelly! Did you use the Sunset Golden lights with this dragon's golden texture?

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