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3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

fenelia

Member
Mar 25, 2020
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803
Advice Required - 3 point lighting.

So, I did my first render today using the 3 point lighting method. Key light, rim light, and fill light. The problem I have is that I'd prefer to use a reflector for the fill light. In the render below I used another soft box as the fill light. It's not quite the same, as it's an emittor of light. Rather than reflecting the light from the key and the rim. So it's not quite right. You can see the issue on the reflections of her eyeballs. With a reflector, that wouldn't happen.

Does Daz3d have any kind of reflectors to use as a fill light?
I often use a flat plane as an emitter behind the camera. A big, flat, unfocused emitter. You can always project a light onto the plane, and vary the surface qualities of the plane (like an umbrella stand for a photographer, I guess).

How is a reflective surface any different? If the planar surface emits its own light OR if it reflects a light at the model, the effect is a photon going out from the planar surface to the face of the model. You'll get similar.

You might vary the ANGLE of the planar light... above the camera, angled downward towards the model. This might reduce the effect that you see. (I don't put my emitter panels in line with the camera. It's always at some angle.)

(Funnily enough, with 3DL textures, people ADD those white boxes onto the eyeball maps to make it look like they're reflecting a big square light...)
 

oliseo

Member
May 11, 2020
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1,585
I often use a flat plane as an emitter behind the camera. A big, flat, unfocused emitter. You can always project a light onto the plane, and vary the surface qualities of the plane (like an umbrella stand for a photographer, I guess).
Thanks for the advise, that's quite a good idea.


How is a reflective surface any different? If the planar surface emits its own light OR if it reflects a light at the model, the effect is a photon going out from the planar surface to the face of the model. You'll get similar.
An emittor adds photons to the scene, a reflector simply changes the direction of the existing photons. It also can act as a diffuser to make hard lighting appear softer, something you can't do with an emittor.


You might vary the ANGLE of the planar light... above the camera, angled downward towards the model. This might reduce the effect that you see. (I don't put my emitter panels in line with the camera. It's always at some angle.)

(Funnily enough, with 3DL textures, people ADD those white boxes onto the eyeball maps to make it look like they're reflecting a big square light...)
I shall give that a try.
 

fenelia

Member
Mar 25, 2020
129
803
Okay, another pinup while I was doing work. Mix of Daz and photography (the German Rhein-land behind her).

I forgot I had this Sherman tank in my library (by Polish, on the Daz store). It's a nicely detailed tank, but I guess the cannon does not elevate. (Sadface)
I don't have the Tiger tank. I have a Panzer III and Panzer IV, though. (Panzer III/StuG III are my favorites, anyway.)

The best tank, though, it DarkEdgeDesign's Merkava. (Yum IDF girls) Independent suspension, even. Just great detail work on that baby.
Maybe I do some IDF girls later.
rosie 3.jpg
 
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oliseo

Member
May 11, 2020
126
1,585
Hmmm, Daz doesn't have one built in. And now that I think about it I'm not even sure if I've seen one in the various photo studio assets out there. Probably your best shot is to make a plane or a large cylinder with a really small height. Then apply material shaders that are reflective. I've not tried the idea myself but I know of reflectors from my photography background. I'd be curious if this works for you.
That's thinking outside of the box, which I like. Just make one from a mirror, add a diffuse overlay or a sheer fabric over the top of the mirror itself.
 
Jul 14, 2018
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An emittor adds photons to the scene, a reflector simply changes the direction of the existing photons. It also can act as a diffuser to make hard lighting appear softer, something you can't do with an emittor.
While I doubt this is in any way original and I've also not tested it at all -

You can mess with the opacity of surfaces. It just occurred to me that you might be able to make a almost but not entirely translucent rectangular primitive in front of a lightsource to build a crude diffuser. It'd take some tinkering to make it right, but I can't see why it wouldn't work. I've done it with some rooms where I want an even light from a high ceiling.

No idea why it's only now occurring to me to try it more directly.
 

fenelia

Member
Mar 25, 2020
129
803
While I doubt this is in any way original and I've also not tested it at all -

You can mess with the opacity of surfaces. It just occurred to me that you might be able to make a almost but not entirely translucent rectangular primitive in front of a lightsource to build a crude diffuser. It'd take some tinkering to make it right, but I can't see why it wouldn't work. I've done it with some rooms where I want an even light from a high ceiling.

No idea why it's only now occurring to me to try it more directly.
How complicated do you want your light sim? I don't think a flat planar emitter is directional, but I usually don't worry about it.

You can use a flattened Sphere primitive as an emitter if you're concerned about the planar emitter's directionality. I use Spheres and Torus objects as emitters sometimes.

I change the opacity of my planar emitters sometimes.
I also use a Emission map sometimes.

I have a few squiggles and hand-painted splatters. I use that to vary the surface quality of the light plane. Just smear some black and white together, make it look smooshy, and throw that onto the Emission map. Then you'll get a block of different quality photons out of your emission plane.

I'd rather use the planar light as an emitter rather than reflector. People like the blobby reflectivity on their models? It's stuff they used to PAY for when you bought Daz models.
:)
 
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Larry Kubiac

Well-Known Member
Feb 4, 2018
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Yeah, you stood up but its been long now. Let bygones be bygones and let us not shape the thread with one incident which is part of past now. I am being neutral cause it's not my issue.
The only criticism on a rendering I've had for 6 months or more is on the name of an image so how could I forget ???

So if it's not your problem, don't interfere (especially with me).
 

oliseo

Member
May 11, 2020
126
1,585
V4 character skin, Genesis clothing, HDRI and a bush

View attachment 403279
I don't normally like nudes. I love your lighting in this. Amazing how you made it fit with the photograph. That's some skills. Hope I manage to do anything close to this! And realised there's no nudity. It's so much better to leave it to the imagination.
 

oliseo

Member
May 11, 2020
126
1,585
Okay, I'm able to light a subject correctly. HOWEVER, as you can see, there is the issue of using an emmitor rather than a reflector when you look at the shadow under her chin and accross the right side of her face where the hair is casting. With a reflector that shadow would still be there, but it would be feathered rather than so harsh. There is no way around this without a reflector, as that's just how physics works. So, creating my own reflector is my project for tomorrow. If I can get it working properly, I will share with you good folks (basically, the scene below, sans character). Still, good lighting is good lighting, and I've got the basics down. Now, lets get that reflector going, as we want soft fills on portrait shots. The shot below was rendered default. (Iso default, f-stop default, etc). Just lighting....

needreflector.png
I'm aware of the hair clipping, and the slight clipping on the shirt and skirt. That's easily sorted. The main issue is the hard shadows.... Leave it with me....
 
5.00 star(s) 13 Votes