Hello I am newbie on Daz3d but I am improving my skills.I have doubts about the lighting of these renders.I am using Iray Ghost Light Kit or Iray Lıght Probe Kit.But I don't think my lighting attractive enough.
Do you think the lighting of these renders are good? And some lighting advice pls..
Sorry my English.
I used to use the both of the assets you reference in my earlier works, however since my knowledge of Daz has increased, I have found them to be completely redundant. Both assets you reference are merely emissive spheres with cutout opacity set almost to zero. As such you can achieve exactly the same effect, however with more control, by creating these spheres yourself. If you check the link in my sig, you will find some discussion on lighting and also a youtube link on instructions on how to create an emissive sphere for yourself.
Back to the renders at hand, the lighting suffers from having too many light sources. Emissive spheres are good at removing shadows, however not good at casting shadows on other objects. What I suggest for your renders is to firstly remove all lighting (renders come out black). Then decide upon what your primary light source is going to be (should make sense in the scene) and light with spotlight / emissive sphere (or surface), or you can also use a single ghost light. You then need to have secondary light source at lower intensity from a different direction, to give some light to the rest of the scene. Emissive spheres / spotlights with a wide angle / HDRI's all work quite well to achieve this. You can then add focused lighting to achieve highlights as desired.
The best results are achieved through trial and error. It is quite rare that I will get the lighting correct for a scene on the first attempt, so run plenty of test renders. By using very few light sources, it is far easier to determine which one you need to adjust to achieve the desired result and they will also render way faster.
To provide some perspective, the render below has a single emissive light source which is the surface of the characters palm. The secondary lighting is achieved via the use of scattering. Very simple lighting setups can achieve a good results.
Note: Many environment / building props are created with a high number of emissive surfaces. Whilst this may be realistic, it is a nightmare for rendering convergence and usually detracts from the artistic result.