3D-Daz Daz3d Art - Show Us Your DazSkill

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RomanHume

Sommelier of Pussy & Purveyor of Porn
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Jan 5, 2018
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The light emitted from spotlights has a single origin hence will make hard shadows. Emmissive surfaces however project light in every direction from every point on their surface. If you want a reasonably harsh shadow use a smaller emmission surface with higher intensity. If you want a softer shadow, use a larger surface with a lower intensity.
Just a note on this, you can alter the property of spotlights so that they are not coming from a single origin but rather a plane or shape by changing the light geometry and expanding the Height (Diameter) or Width. By choosing an appropriately sized geometry you can eliminate the harsh shadows of a single origin.

We often illuminate our backgrounds by creating long tubes of light out of a spotlight. Like a fluorescent bulb it casts light in 180 degree radius down onto the background. It's a quick and easy way to light up whatever's behind the character but no the focus of your attention.

I have a scene I'm working on for our game, I'll post up some "behind the curtain" type stuff to demonstrate.

We use spotlight's almost exclusively in our work because they are so versatile and can achieve pretty much any lighting condition we need while giving us total control.
 

Xavster

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Mar 27, 2018
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That's what we do with emmissives when we need lighting without reflection.

Or are you saying you can adjust a spot light's opacity to near zero?

I think we're talking about the same thing but it's possible there is a spotlight property I've been ignoring this whole time.
The cutout opacity only works on emissive surfaces. Don't know of a method to hide spotlights in reflections. :confused:

Ran the little lighting experiment below to measure the quality differences between spotlights and emissive lights. All rendered for 60 seconds. The emissive hidden light was the fastest to converge.
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jfredy78

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Jul 22, 2017
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après avoir appuyer sur tout les bouton et 52 minute de rendue voila le résultat


Lucy .png

le pire je ne sais pas comment j'ai fait au secour help me :(
 
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Evic

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May 25, 2018
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le pire je ne sais pas comment j'ai fait au secour help me :(
This will be fun since I can't speak any French :)

Look at the spotlights. See where they are placed compared to the other lights and what settings I used. Then, try to do that yourself. Sorry I'm not a good teacher :)

Even if you don't know what you did the girl looks good, it's a good start.
 

Evic

Member
May 25, 2018
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Trying to create some ambience / atmosphere. I know you are disappointed there is no nudity, but trust me, they aren't wearing underwear. :closedtongue:
I always like what you come up with, even if we can't confirm they aren't wearing underwear.

Try putting a brighter light overhead, the photometric spotlight you dislike so much would probably work perfectly. Depending on the look you want consider that a US street lamp using a low pressure sodium lamp (most common) is about 2200k temp, in DAZ that may look too orange for you but if you want that general feel something around 2500-3000 should help with the mood.

Also, I'm a big fan of these two assets, with a little tweaking of the surfaces you can get some good results without having to spend hours rendering true volumetric effects:




The "Filthy Dirty Iray Shaders" has a bunch of handy shaders and the 2-layer environmental planes can be tweaked to get very good results. The fast fog has good meshes with morphs making it pretty flexible. Anyway, a touch of fog or haze, even if very faint can really help set the atmosphere, no pun intended. :)
 
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ravenhawk

Member
Jul 2, 2017
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Ok, attached I have a screen shot and the render. Why is the cityscape in the window not showing in the render?

Throne 1.jpg tr test.png
 

Xavster

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Mar 27, 2018
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Ok, attached I have a screen shot and the render. Why is the cityscape in the window not showing in the render?

View attachment 160264 View attachment 160265
The lack of background appearing in the render occurs as a result of the path the light has to travel to reach the camera. From a light source inside the room it has to pass through the window, hit the background, back through the window and then to the camera. Due to the intensity of the light source, the distance of travel and the convoluted path, practically no photons are making it back to the camera.

I can think of 2 methods to resolve:
- Use an intensive omni-directional light source outside the building to light up the background.
- Use a HDRI rather than a background screen. Maybe something thematic such as this -
 
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Xavster

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I guess we'll just take your word for it. :angry:
I always like what you come up with, even if we can't confirm they aren't wearing underwear.
Ye of little faith. :winkytongue:
City_04b.jpg

Try putting a brighter light overhead, the photometric spotlight you dislike so much would probably work perfectly. Depending on the look you want consider that a US street lamp using a low pressure sodium lamp (most common) is about 2200k temp, in DAZ that may look too orange for you but if you want that general feel something around 2500-3000 should help with the mood.
Not against spotlights, they have their place. Used a 3500k spotlight from above in the image above.

Edit: Tweaked and re-rendered to get the image above.
 

Cybernetics

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Jun 18, 2018
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Been testing out different lights and lighting setups so decided I'd share what I have come up with. I know they need work. I swear lighting is the hardest to master...
1st one all I used was the auto headlamp feature
2nd I tried a 3 point light setup
3rd I used ghost lights
4th was another try at 3 point lighting w/o background
View attachment 160178 View attachment 160179 View attachment 160180 View attachment 160181
I personally liked the lighting of the ghost lights (3rd one). I use them quite a bit myself.
 
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ravenhawk

Member
Jul 2, 2017
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The lack of background appearing in the render occurs as a result of the path the light has to travel to reach the camera. From a light source inside the room it has to pass through the window, hit the background, back through the window and then to the camera. Due to the intensity of the light source, the distance of travel and the convoluted path, practically no photons are making it back to the camera.

I can think of 2 methods to resolve:
- Use an intensive omni-directional light source outside the building to light up the background.
- Use a HDRI rather than a background screen. Maybe something thematic such as this -
Thank you for the response. I didn't realize HDRI's work differently from screens/domes. And I just discovered that my googlefu needs some work to find hdri city skylines with a scifi bent.
 

Xavster

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Mar 27, 2018
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One of my latest character :) I love the forum. Im into visual novel development too.
Nice work - simply amazing skin on the character model. If you don't mind is the skin a Daz asset or did you create from scratch?
 

RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
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Been testing out different lights and lighting setups so decided I'd share what I have come up with. I know they need work. I swear lighting is the hardest to master...
1st one all I used was the auto headlamp feature
2nd I tried a 3 point light setup
3rd I used ghost lights
4th was another try at 3 point lighting w/o background
View attachment 160178 View attachment 160179 View attachment 160180 View attachment 160181
The trick to three point lighting using spotlights is to change the light geometry. This will simulate the shape and type of lighting used in actual photography and will mitigate the harshness of the shadows.

Thanks for tagging each pic. It's interesting to see a side by side comparison of the different setups.
 
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5.00 star(s) 12 Votes