Realistic Renders...NOT!! 11 "Hello Rogerbee!"

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Comments

  • BobvanBobvan Posts: 2,652
    edited December 1969

    How does the area light work I for the life of me can never figure that out

  • RarethRareth Posts: 1,462
    edited December 1969

    Bobvan said:
    How does the area light work I for the life of me can never figure that out

    well there are a couple included under lights, I like to use the one that doesn have the light header cap thing attached to it.

    you can also make a material shader with the area light root in the shader mixer and apply that to practically anything.

    it makes a great fill light, I use the plane rotated on x 90 degrees and parented to a camera so it is always projecting light parallel with the camera. so if I adjust the camera the light adjusts with it.

  • BobvanBobvan Posts: 2,652
    edited January 2013

    Diagrams are your friend... Thats another thing I like about Reality Lux the mesh lights are area lights works real well

    Post edited by Bobvan on
  • RarethRareth Posts: 1,462
    edited December 1969

    Bobvan said:
    Diagrams are your friend... Thats another thing I like about Reality Lux the mesh lights are area lights works real well

    was in the middle of a render so was kinda hard to take screen shots.. here you go

    light-plane-help.jpg
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  • RarethRareth Posts: 1,462
    edited December 1969

    and the picture DS was cooking while I had dinner..

    not-from-around-here.jpg
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  • BobvanBobvan Posts: 2,652
    edited December 1969

    Thanks I may try it when I go back to 3Delight rendering

  • BobvanBobvan Posts: 2,652
    edited December 1969

    Ok here is a quick try with area plane pointing at the figure

    Unti1.jpg
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  • BobvanBobvan Posts: 2,652
    edited December 1969

    This is what I get....

    r.png
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  • RarethRareth Posts: 1,462
    edited December 1969

    Bobvan said:
    This is what I get....

    ack, I think there is a bug that when you first open a scene and select the area light it for some reason defaults to the Uber
    Area Light Plane.

    I tend to delete it and try again, as I don't yet have a good understanding of the Uber stuff.

    also make sure there is a regular light somewhere in the scene, because DS doesn't recognize the area lights as lights, it considers them material shaders (which they are) .

  • BobvanBobvan Posts: 2,652
    edited December 1969

    Ha unlike you Uber environment was my friend prior to starting to luxrender almost a year ago here are renders using UE (Again using Latinos lights 2 warning minor violence http://fav.me/d4gnli5) Just straight 1 UE light setting http://fav.me/d4gnlxm http://fav.me/d4gnm0t I figured since I can do UE area lights cant be that much harder but overall I do get bette results using Lux and after almost a year I am used to it...

  • RarethRareth Posts: 1,462
    edited December 1969

    use what works I always say...

    area-light-ex.jpg
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  • BobvanBobvan Posts: 2,652
    edited December 1969

    Speaking of Luxrenders.... appt

    7276162028_cb1ee93b02_c.jpg
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  • BobvanBobvan Posts: 2,652
    edited December 1969

    I also get nice outdoor results render times can be longer but you can queue render... outdoor

    8233622945_55230cd7c6_c.jpg
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  • RarethRareth Posts: 1,462
    edited December 1969

    and another one

    desert-outpost3.jpg
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  • BobvanBobvan Posts: 2,652
    edited December 1969

    Cool so how re you lighting up the area plane?

  • kyoto kidkyoto kid Posts: 41,036
    edited January 2013

    ...Magento is being a putz again tonight, Third time to try and post this.

    Spyro said:
    Point lights tend to bring out textures to there fullest. Linea Point lights are certainly the best, as you have much more control over the light and its effect in the scene.

    In a studio setting (Without a background/set) I prefer to use distant lights. But Distant lights loose their potential when sets are involved as Roofing and walls become an obstacle. To light a set such as a news studio, lounge room, dining room, building etc, that's when I make use of spot lights, BUT, I use the Linea point lights to light up the characters. Professional animations like Pixar etc I hear use point lights as preference.... And usually lots and lots and lots of them! Not just 5-10 Like I use. Think 30-50. My 3d Max instructor, showed us a commercial render he did for a client, it used about 40 point lights. But damn it looked so good!


    ...maybe used the wrong nomenclature here (I used to work in theatrical lighting and used the term "point" to refer to a light source). The setups I created used two distant lights (one as the "sun") and two to four spotlights. I find this works exceptionally well when using photo backdrops or the MPC.

    I do also add low intensity point lights to soften shadows on faces.

    Here is one of the examples i had hoped to post last night. It employs two distant lights - one high intensity with a light straw colour with a shadow map as the "Sun" and one low intensity (light blue) from behind as an ambient. Two spot lights (light blue) to each side of the scene as rim lights, and one low intensity spot light (blue-green) aimed up at Sadie from just below the ground plane . All ambient lights cast no shadows. There is also a low intensity point light to add a little more fill light on her face.

    Done in Studo3Advanced.

    Sadie_SOM_Cinemascope_RS.jpg
    1880 x 800 - 444K
    Post edited by kyoto kid on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Interesting tips guys and some I will try when I have more to experiment with. Keep it up, this is as much about creating renders as it is showing them off.

    CHEERS!

  • ArtiniArtini Posts: 9,455
    edited December 1969

    Rogerbee said:
    Artini said:
    I have edited V5 Bree's sclera materials according to Spyro's description on page 42.
    So here come another render of Victoria 5 Supermodel with materials from “V5 Bree All” and applied “V5 Bree Bump Close-Up”.
    Lights used: Lantios Lights 2 preset "03", rotated 120 degree on "X Rotate"
    http://www.daz3d.com/lantios-lights-2
    Rendering Time: 17 minutes 0.76 seconds
    I also attach an image of the scene from the Daz Studio. Scene images are pretty misleading in Daz Studio.
    If you look at the right part of the Daz Studio scene image, you can see there are some parts lighter and some parts darker,
    but on the render, right part of the image is in shadows, with no lighter parts.
    That makes it confusing and require a lot of test renderings, to get the desired view.

    Looking good,

    Try Spyro's setting for the cornea and you'll really be cooking with gas.

    CHEERS!
    Ok, I have changed the settings of V5 Bree's cornea materials according to Spyro's eyeshine tutorial
    http://www.daz3d.com/forums/discussion/6376/P75/
    and below is the result.
    Rendered with Photo Studio Lights 3 preset "Photo Studio Lights X2 Twin Key (DS4)"
    http://www.daz3d.com/inaneglorys-photo-studio-3
    Rendering Time: 43 minutes 55.31 seconds

    V5Bree07pic01.jpg
    1024 x 1024 - 334K
  • RarethRareth Posts: 1,462
    edited December 1969

    Bobvan said:
    Cool so how re you lighting up the area plane?

    what do you mean?

  • RarethRareth Posts: 1,462
    edited December 1969

    ok discovered another camera "trick"

    volumetric camera shaders... voila.. smoke... alot less render intensive than doing a volumetric primative to get the same effect.

    volume-camera-test.jpg
    1024 x 768 - 338K
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Artini said:

    Ok, I have changed the settings of V5 Bree's cornea materials according to Spyro's eyeshine tutorial
    http://www.daz3d.com/forums/discussion/6376/P75/
    and below is the result.
    Rendered with Photo Studio Lights 3 preset "Photo Studio Lights X2 Twin Key (DS4)"
    http://www.daz3d.com/inaneglorys-photo-studio-3
    Rendering Time: 43 minutes 55.31 seconds

    Yay!

    She's alive! LOL!

    That's much better!

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Rareth said:
    ok discovered another camera "trick"

    volumetric camera shaders... voila.. smoke... alot less render intensive than doing a volumetric primative to get the same effect.

    Neat trick, there's some cameras on Rendo for that or is that what you've used!?

    CHEERS!

  • RarethRareth Posts: 1,462
    edited January 2013

    Rogerbee said:
    Rareth said:
    ok discovered another camera "trick"

    volumetric camera shaders... voila.. smoke... alot less render intensive than doing a volumetric primative to get the same effect.

    Neat trick, there's some cameras on Rendo for that or is that what you've used!?

    CHEERS!

    all DAZ available stuff, I've been diving head first into the shader mixer.

    these are available for DAZ, I don't have them but they did make me curious..

    http://www.daz3d.com/atmospheric-effects-cameras-for-daz-studio

    Post edited by Rareth on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Those are bookmarked! Thanks!

    These were what I saw on Rendo:

    http://www.renderosity.com/mod/bcs/add-fog-for-studio/97277

    CHEERS!

  • ArtiniArtini Posts: 9,455
    edited December 1969

    Thanks a lot for the comments, Rogerbee.

  • BobvanBobvan Posts: 2,652
    edited December 1969

    Rareth said:
    Bobvan said:
    Cool so how re you lighting up the area plane?

    what do you mean?

    You said the area plane is not a light that a light as to be added so how do you light up the plane you seen what happens when I try it...

    Anyhoo nother luxrender out

    8262145073_671fb56a03_c.jpg
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  • RarethRareth Posts: 1,462
    edited December 1969

    Bobvan said:
    Rareth said:
    Bobvan said:
    Cool so how re you lighting up the area plane?

    what do you mean?

    You said the area plane is not a light that a light as to be added so how do you light up the plane you seen what happens when I try it...

    Anyhoo nother luxrender out

    its a light but it can't be the ONLY light in a scene, it confused DAZ if you do, 3Delight recognizes it as a light source, STudio does not so if you try to render with Just the area light, Studio will add the default light set it would use if you tried to do a render with no lights in a scene.

    I think the Uber Lights work better in that regard,

    to work around the problem (if it even is one) I just add a point light and either turn it off or turn its intensity down,

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Artini said:
    Thanks a lot for the comments, Rogerbee.

    No problem,

    I think the Lantios Portrait lights will be what I use the most, when I get them that is. The Lantios sets look to offer me the best trade-off between speed and quality.

    Should Waldemar/Val release LDP3 I'll definitely give that a go.

    CHEERS!

  • ArtiniArtini Posts: 9,455
    edited January 2013

    Bobvan said:
    This is what I get....

    I have checked the Uber Area light and It is look like the normals of the Uber Area plane need to be away of the object.
    In Reality, I think, the normals of the mesh light has to be directed to the object.
    Post edited by Artini on
  • ArtiniArtini Posts: 9,455
    edited January 2013

    This is what I get with Uber Area light plane (a render). I also include a screen dump of the light setup in Daz Studio.

    UberAreaLight.jpg
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    V5Bree17pic04.jpg
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    Post edited by Artini on
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