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OK, the basic image took 17 hours to render but I think it came out OK.
Mechazoic
I used Dreamlight's LightDomePro-R for the basic camera set up. For Reflective Radiance I used the Lights - RR3 Fullmoon; I set that into one of the LDP-R light groups to render on it's own (this was the one that took 17 hours but it made the image). The beams a surfaced with an RR3 yellow emitter, but I added a glow in post - I wasn't too happy how they turned out but you can see the reflections in the RAPTORS. There are invisible spheres on each lazer gun, lighting up the side of the Crab, sphere's in each RAPTOR mouth - all with orange emitter surfaces, set to 400%. There is also an invisible plane pretty much behind the leaping Raptor, blue, giving a reflection to the dinos and lighting up the fog.
All in all this is a must have product for 3DL work. You get the same ease of use (or at least familiarity) as with iRay emitter materials.
Below I attached the original file as well, to see exactly what the RR3 rendered out. You can really see the blue plane at work, especially with the flying things.
Thanks dawnblade, no decided against the golden sunset as that would have made everything golden. This is the day with brown ground Preset. I altered the colour of the bounce light to a lighter grey though.
That is impressive Joe, all the details that are in there with reflection, emissive and the fog! Those were well invested 17 hours.
Wow! Nice work Joe! I was wondering if these lights could be used in LDP-R. The blue reflection on the dinos and fog and the blue sky against the flying objects, the orange glow from the dinos' mouths, and the lazer gun lighting really make this scene!
one more thought, using these with some of the rigged water props and a decent texture image ,could be useful for things like lava and molten metal pours... Hmm...
I had been thinking into the same direction and put the light shader onto some of Jepes shiny sheets, turend the original invisible and added a geometry shell with a glow shader.
here is the result ( its tiny, was just a test)
I noticed the dragon skin under these lights too. It has a really nice shimmer to it. Thanks for posting. Here is a promo that I set aside. I like it and the skin looks great like yours, mine just needed a little more pop to it. Some bloom would be nice but I didn't want to mislead anyone with what the lights do.
I really wish I knew more about 3Delight because this looks useful and interesting.
Laurie
Wowzers Joe Webb! Your camera settings and the render proportions (and all the action/composing of course) really give this an epic feeling. There are some amazing things happening in this thread. Such a wide variety of styles and ideas. So my hope of 3Delight getting a big boost from this product is happening, I think/feel it is.
Hi Laurie. 3Delight has a few advantages over Iray: The ability to turn off cast shadows, use AoA grass and rock shaders, quicker atmospheric cameras, strong displacement effects, dark scenes without grain, spot lights retain the same strength regardless of distance from the subject, and the easy use of skydomes. But mainly it is much faster and those of us who have been buying products for years can use them without having to convert any surfaces for Iray.
I used Jepes sheets in this promo too. In fact fabric really looks great with these lights- all those places where the light can bounce around inside the folds brings some nice realism. Previously the velvet setting in Ubersurface was close but it applied the effect everywhere.
'much faster' is a highly contested and situational point. ;)
he he—Yeah depending on your system and whats in the scene. I generally found it to be true unless there was a bunch of overlapping opacity maps or the emissive surfaces were turned up real high.
Well, I found that the more 'realistic' you make a 3DL render, the more you converge on a similar scene in Iray in CPU mode.
You can make 3DL less realistic and it's way faster... but most people (including Iray fans) kind of forget you can do that in Iray, too, just less obvious.
But your other points stand.
Love the golden dragon. Looks really good. Click on it folks for the larger version, it's really cool!
Thank you, I had fun putting it together. I'm so glad that you continue to push the limits of 3DL, your work is genius! Since the Secret of Invisiblity is already out, maybe you can update the product to include the invisible option, or offer an add-on product "Lights that Cannot be Seen".
Linwelly shows the world opened by this door. Easy, glowing surfaces for any item. That shimmer on the gold dragon too is wonderful, a beautiful, subtle effect. I'm very excited for this product. I just wish my machine was faster :) I want to experiment more.
Picked up your amazing Ocean Wide this week and updated my scene! Here are a few tests I did with it. I wanted a background with a lot of clouds, and since I have very few products with skydomes for 3Delight, I used HDRs from Skies of Iradiance in your skydome, with your Sunset lights.
I know that Skies is made for Iray, but they look pretty cool with your light set. I used the same Sunset lights in each render.
Oh good I was hoping to see more renders from you dawnblade. I was thinking that with some post work and filters applied the first ship render you posted might look like an Illuminated Manuscript. Something kind of like this: http://blogs.getty.edu/iris/two-tipsy-medievalists-share-their-passion-for-illuminated-manuscripts/ . These three have a very different feel in many ways, all very dramatic, and I like the 3rd one most. The sailors are really cool, they way they render. So good to see the use of skydomes and how the can change an image—The reflections in the water! I really miss using them in Iray, they made the promo creation for this product much more satisfying.
Enjoy Ocean Wide. It was one of my first products. I have to say I've learned a great deal more about lighting since then. Reflective Radiance is a great match for it.
I've been wanting to do more water scenes, so I know I'll get a lot of use from Ocean Wide! Thanks for the postwork suggestions related to the Illuminated Manuscript!
I've been playing with the emissive lights on the Fantasy Warship. For some reason, I'm getting a lot of white on the surfaces that I add the emissive shaders, no matter which surface I apply them to or which color I use. All of the surfaces are already Daz Default. One of the surfaces is named "Wood Yellow" so I used the Emissive Yellow shader. I also tried the red shader on the sail's surfaces in the last image.
Here is a screen shot of the surface settings after applying the yellow shader. Is there a particular setting I should change to reduce the amount of white?
Try switching Lighting Model channel to Matte and turn Reflection all the way down. The sail and wood are going to be matte finish surfaces especially on a weathered ship- they really shouldn't have specular or gloss values, unless the wood is wet. If these ideas do not work try turning the emissive strength down for the yellow. Currently it just looks like its turned up too high.
So theres two things to keep in mind with these unwanted highlights- it could be from the surface being too shiny or the emissive light is turned up too far...or both. my guess is that the sail needs the glossy adjustment and the wood needs to be turned down.
Changing the Lighting Model to Matte did the trick--thanks! Once it flips to Matte then only diffuse color and strength, emissive color and strength, opacity strength and UV set are available. The other settings like reflection, specular etc. disappear, so I'm assuming their values just get ignored. I set emissive strength to 5% so the colors wouldn't be so bright. By the way, even with Ocean Wide, HDR in skydome and emissives my renders are still under 11 min!
Good to see. Thanks for posting an update. If you feel inspired to push it further (on your own or if you care to follow up here)—the emissive strength on the sail could be turned up to 200, 300 or more so that the red light falls on surrounding objects. Raising the strength/intensity on the Reflective Light could help this effect. You might get a similar effect to the image I posted earlier in this thread- the tires on the Yamaki bike.
Here is the red emissive turned up to 1,000% and reflective light at 500%!
Oh Yes thats it! Their enemies will tremble.
I love this image, Linwelly. There's magic in those dragon scales fer sure!
@JoeWebb. Wowsers, That's one heckuva a scene, I can't imagine putting something like that together, letalone shading and lighting it. Reflective Radiance is turning out to be awesome.
Thanks Spit. I just use the Rule of Thirds, really, for the overall structure of a scene. RR3DL did most of the heavy lifing on the lighting - this thread really inspired me to push it a little forward. I almost didn't get the product but after looking at some of the work people were doing here I knew I could use this.
Here is another effort. Not much innovation I'm sorry to say. Only invisible boxes on the water lanters. I think I used Harvest Moon for the lighting.
The scene actually rendered out very light. Much too light for what I wanted. I may have over compensated. Then again I really did not like the way the woman turned out, so I emphasised the shadows on her.
The one thing I'm finding really useful is the invisible emissive plane - the ability to place and aim them as needed, makes them truly useful. Emissive shaders at ower settings can also be used to good effect as well. This really is a great product.. Thanks again for this, Marshian!
Night setting, several low emissive shaders, and one invisible light plane..
Very nice! Does the bike have a low setting emissive, or is it lit only by the plane?