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I'm putzing, wanted to try something- turned off all the lights and doing a linear point. I am curious as to how you do lights- the way I do best is to turn off other lights when adding another one, then turn the lights back on one by one so I can see how they affect each other. Since the lights are already there, I just turned them off to put more of a pink/peach glow on the first building. Testing it now. I like subtle, but this is a bit too subtle. One more doodle then off I go. Thanks so much Szark, appreciate you! Hopefully this will help other newbies. The first time you use a dome it can be like, "Uh oh."
The house on the end is how it looks when the original lights and the one I did is back on. Going to do a bit richer color.
Just to show folks what a linear point light can do, it's at 37% intensity but a very strong peach. The second one is with the linear point light. It lightened the shadows, can be used as a fill light. G'nite-, it's 6am!
Yes turning off all the lights barring one is a good way to add lights to a scene which many do and for which I subscribe to. See not so much of a putz with thinking about that one Novica. :)
There is no wrong or right way to light any scene just good and bad lighting. Also it depends on what you want. Want realisim then understand real world lighting helps. Like I said in the real owrld we have a sun, sky light, ambient and bounce light. Simulate these and you start to get more realism. If you want a more artistic (non realism) look then the world is your oyster and what matters in the end result.
The Image Based Light, now I am not sure what light that is by the screenshot, but looking in the Parameters Pane when that light is selected will give us a clue to which light is really is. If it really is Image based lighting then my guess it will be Uber Environment 2 but I can't be sure.
Solid cube is a prop, hollow cube is a null. Three solid cubes are a legacy-rigged figure, three hollowish cubes are a TriAx figure.
Thanks Richard for that...hey I learnt something new today...makes a change. :)
i been struggling to make the 'sun' light to cast raytraced shadows.
can anyone help me?
by default it's set as specular only.
is there such a thing as a light to cast rayt shadows only?
but not an inky black shadow. in poser i would set a point light to shadow=.5
i'm afraid to bleach out the materials by adding another light.
thanks :)
the shadows so soft in this render it doesn't look like they're standing on the ground.
Lemme tell ya, this set is SO worth the money (and I got it on sale.) It's HUGE. It's taking me forever to zoom in and around to see things. When I load something I have to laugh, as it happens to be where I put part of my pirate ship. I was hunting for the Universal Tool Cube (That's what I call it) and had to translate Y to raise the stuff to see it. Love all the sea gulls- makes me feel right at home! (Pensacola, FL)
Is that update thread (wherever it is) in alphabetical order? That would sure be nice. I just went through ALL my files to get the bedrock installers' latest versions, before DAZ takes them off starting today. There were a LOT with new updates. Do you happen to have that thread- and I'll post this in my art studio as 1. lesson learned on shaders and spot rendering (do they all do this? They don't show up at all?) and 2.) the update thread
the sea gulls remind me of the finding nemo movie :lol: "mine, mine"
Hey, you got your water going! :)
What light set are you using / what are you using exactly?
I usuallyl use a spotlight (cast really good shadows) and dim down UE2 and it's lights a bit. It appears the light is brightest on the front figure's chest? (The side of her face is in shadow, not sure if from the hat.) Which way are your lights coming from?
Love your scene btw :)