About auto headlamp in render settings

I think the auto headlamp provided in the studio's render setting may be helpful some time, but I am wondering, how to adjust its intensity? Lower intensity may make it more useful.

Comments

  • IceCrMnIceCrMn Posts: 2,114

    Select your camera in the scene that you want to adjust the headlamp on.

    On the "Parameters" pane select "Headlamp"

    Adjust the "Headlamp Intensity" slider.

    You can also adjust it's offset.By default it's slightly above and to the left of the camera position, as if you were holding it in your left hand above your head.

  • The Perspective View does have the same settings but they are not directly available, you would need a script to access them http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/elements/post_load_view_proxy_create/start

  • ArchinaRzArchinaRz Posts: 42

    Richard Haseltine said:

    The Perspective View does have the same settings but they are not directly available, you would need a script to access them http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/elements/post_load_view_proxy_create/start

    Ohh nice, thank you 

  • hey : 

    will that render with no shadow / headlamp.
    I not using any other lighting in set up.
    just want most simplistic render of for example 
    x1 figure.
    x1 primitive.
    fully transparent png ( single or sequence ) 

    thanks in advance.
    :) 

     

  • tried it yet for me not working : Screen grab added but not change.
    even tried render settings. remove headlamp.
    dont want ot use method of adding light(s) to cancel out headlamp on render .
    just want fully transparent dude sitting on his little ball las per the image attached 

    BTW Wish this had a bit more like after effects , shame that for example on timleine animation in Daz that you when you see shadow(s) headlamp etc in viewport , that follow the object / scene content with orbiting.
    but when say you add an anim8 block and say 360 spin out the figure, the figure rotates yeah cool , but the headlamp not that I even want that keep a fixed position shadow .
    that silly nah ? lol.
    also shame you can easily animate a fade in / fade out of content .
    another thing I noticed last night was unless i am wrong cos I was going at it for ages, is if for example , you take a gen8 figure.
    add that to scene.
    generate 240 frames say.
    add a primitive, say sphere as per screen grab.
    place the gen 8 figure on ball / sphere yes all easy thus far right.
    ok so I want the dude to levitate on Y and ball .
    yet together right like he and ball levitates upwards.
    ok cool.
    so methods i applied were ( and all messy as hell ) as follows : 
    gen 8 figure.
    add spehere primitive.
    frame 0.
    in say ground level /floor.
    aka dude is sitting on the ball.
    move to say frame 80 .
    key frame add.
    up the Y levels for both items,
    great .
    easy right.
    well no cos the primitive kinda ease in ease out increases the Y level.
    like after effect for example.
    yet the gen 8 / figure / dude.
    well he does nothing frm frame 0, to frame 79.
    then boom frame 80 he moves.
    no progressive movment form start key frame to end key frame.
    thus the two will not move together and it crap basically.
    also would be slick if you could say pickwhip one to another.

    yet i assume form doing this primitives / spheres / cubes etc , will not animate in exact same manner as figuers.
    shame , unless I am wrong. well unhappy. wish  I am wrong , any tell me I am please !!!

    cheers everyone.

    T I A 

     

    headlamp vanish intensity.png
    1456 x 677 - 253K
  • hey i nailed it now.
    used render settings.
    environment 
    ground shadow intesity slider there.
    maxed out to decrease.
    ciao headlamp.
    works on render.,
    cool.
    screen grab added.
     

    ground shadow remove method.png
    1208 x 689 - 182K
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