Moving/scaling Uber Environment light

scorerscorer Posts: 37
edited June 2013 in Daz Studio Discussion

(EDIT: sorry for the cross post. see next post)

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Post edited by scorer on

Comments

  • scorerscorer Posts: 37
    edited December 1969

    Just learning how to work with the uber environment light also learning subsurface. I have encountered an annoying little problem that seems like it would be easy to fix. I’ve seem similar questions as this but not seen any answer.

    The problem is that the center of the uber environment lighting is too low on my figure. If you look at troll render below, the most illumination is falling between the chest and the stomach. I would prefer that to be focused on the face, even better for me to be able to spread it out so that it is even on the whole figure.

    Moving and scaling the light and the figure don’t seem to do anything.

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  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    Moving and scaling won't do anything, but rotating should. I'd use a sphere instead of the full figure while figuring out the correct angle as it should render more quickly.

  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    Merged duplicate threads - DAZ Studio would be the best place to post, but if you wish this thread in Nuts n Bolts it can be moved for you.

  • SzarkSzark Posts: 10,634
    edited December 1969

    First grap youself the UE2 fix from this page http://www.daz3d.com/forums/discussion/18998/ and see how that looks.

  • scorerscorer Posts: 37
    edited December 1969

    Thanks for the help. I will try these out. I actually am starting to think that the effect may be caused not just by the placement, angle of the light but also by the shading scale of the subsurface which I set high to spread the translucence out. Still if there were some way to shift the center of the highlight to the face... I will try your suggestions.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Well with UE2's pitch and yaw being out of skew you should get the results that should be using the fix. Also EU2 is not designed to be used on it's own though there are no rules to say you can't. Also the effects you get from UE2 are dependent of the HDRI driving the light. If there is no HDRI map being used then the light colour from the color bar will be your light source giving an overall even light.

    As for the question of SSS I cannot answer that one sorry.

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