Daz Lighting Issue - Ghost Light

CellStudios

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Game Developer
Aug 3, 2019
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Can someone explain to me what I'm doing wrong. What I'm basically doing is creating a plane, adding the iray shader, giving it an emission and then setting the cutout opacity to 0.0010

However, for some reason, when I set the cutout opacity to 0.0010 it totaly changes how the light looks.

This is an image of how it looks with the opacity to 1:
light1.png
With this I like how the light is interacting with the character but not on the bookshelf to the right hand side, it looks over exposed.

Now, this is what I get if I set the opacity to 0.0010:
light2.png
As you can see the room goes a lot dimmer, it doesn't look over exposed now but it also doesn't light the room well nor does it look good on the character.

If I have the opacity to 0.0010 and turn off my 3 point lighting I get this:
light3.png
As you can see the light doesn't interact very well with the skin of the character, it goes really dark and almost gives it a burnt effect, the same happens if I up the lumins the lights emmit.

Now if I was to put the opacity back up to 1 on the planesand keep the 3 point lights turned off I get this:
light4.png

I can't help but think I'm doing something wrong with the opacity but every tutorial or video I've looked at has told me to set the opacity to 0.0010.

Any idea what I can do to get the effect of the opacity at 1 but with it not being visible? I've thought about having it behind the camera but I light how it looks coming down from the ceiling.
 

mickydoo

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Jan 5, 2018
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Double and triple check you have not set it to zero. It should all look like this, works every time for me.

cf.jpg
 

CellStudios

and team member
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Aug 3, 2019
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Double and triple check you have not set it to zero. It should all look like this, works every time for me.

View attachment 502934
Thanks for replying.

Those settings you show are the exact same as I have but my skins still turn out dark with a burnt effect.

I'm wondering if it has something to do with my render settings, is it possible I've accidentally changed something that's buggering it up?
 

mickydoo

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Load the default gen model in a new scene (close daz first so the render settings are back to default)
Set a camera in front of her, make a camera tab if you have to and go into and turn the headlamp off
In render settings make sure it's on scene only
If the viewport goes black hit ctrl l
Put a plane a bit above and a bit in front of her head and make in emissive so it lights her face, dont matter how it looks, just as long as it lights up.
Then set it to 0.0010 and see what happens

This way we can see if its your scene doing it.
 

CellStudios

and team member
Game Developer
Aug 3, 2019
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Load the default gen model in a new scene (close daz first so the render settings are back to default)
Set a camera in front of her, make a camera tab if you have to and go into and turn the headlamp off
In render settings make sure it's on scene only
If the viewport goes black hit ctrl l
Put a plane a bit above and a bit in front of her head and make in emissive so it lights her face, dont matter how it looks, just as long as it lights up.
Then set it to 0.0010 and see what happens

This way we can see if its your scene doing it.
Sorry for the slow reply's, it's like 2am here and I'm supposed to be in bed :p

But I did as you said and the first image is as you said but with the opacity still at 1:
light5.png

This 2nd image is with the opacity at 0.0010:
light6.png

As you can see I'm still getting a dull skin.

Do you think it might be wise to uninstall and reinstall daz? I'm using version 4.10
 

Porcus Dev

Engaged Member
Game Developer
Oct 12, 2017
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I think it is normal that when the cutout is lowered to the minimum, the "specular" map is affected and the skin doesn't have the same "shine".

Maybe with other skin types you don't notice the effect as much, but there is always a little difference when going from a cutout of 1.0 to a cutout of 0.0001

This light is helpful, and serves to illuminate some points without being seen or to avoid some reflections, but it's the rest of the lights that must correctly illuminate the image and preserve the specular effect (shine on the skin)... Maybe you should change the position of the other lights so that they illuminate the scene better; or increase the intensity of those lights and reduce the ghost light.
 

CellStudios

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Game Developer
Aug 3, 2019
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Ahh......The latest is 4.12, yeah get the latest and your issue will probably disappear.
I'll try installed 4.12 now, although for some reason it says it's going to take me 6 hours to install ¬.¬

daz.png

Not sure what's going on there :p

I think it is normal that when the cutout is lowered to the minimum, the "specular" map is affected and the skin doesn't have the same "shine".

Maybe with other skin types you don't notice the effect as much, but there is always a little difference when going from a cutout of 1.0 to a cutout of 0.0001

This light is helpful, and serves to illuminate some points without being seen or to avoid some reflections, but it's the rest of the lights that must correctly illuminate the image and preserve the specular effect (shine on the skin)... Maybe you should change the position of the other lights so that they illuminate the scene better; or increase the intensity of those lights and reduce the ghost light.
I've tried adjusting the other lights but the ghost lights always seem to take priority over any other lights no matter how bright I make them or how close the are.
 

CellStudios

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Aug 3, 2019
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So I updated daz & noticed I had an nvidia update so did that to but I'm still getting the same issue with dull/burnt skin.
 

Deleted member 1121028

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Dec 28, 2018
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Not really a fan of emissives for that purpose but hey, that's me.

-Create your emissive plane & setup your lightening
-Select your emissive and go to your content library, Utilities>Script>Create Advanced Iray Node properties
-Go to Parameters>Display>Enable Iray Matte: ON
-Go to Surface>base, set refraction index and refraction weight of your plane to 1.

That should do the trick.
 

mickydoo

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Can someone explain to me what I'm doing wrong. What I'm basically doing is creating a plane, adding the iray shader, giving it an emission and then setting the cutout opacity to 0.0010
There is no need to apply any shader, when you create the plane it's already iray. 90% of the images in my game are made using a plane and not much else, sometimes with the cutout opacity 0.0010 sometimes not, there is never any difference.

Just make the plane, make the emission color white and change the units thingy to kcdm and it will work (or should)
 

CellStudios

and team member
Game Developer
Aug 3, 2019
778
2,807
Not really a fan of emissives for that purpose but hey, that's me.

-Create your emissive plane & setup your lightening
-Select your emissive and go to your content library, Utilities>Script>Create Advanced Iray Node properties
-Go to Parameters>Display>Enable Iray Matte: ON
-Go to Surface>base, set refraction index and refraction weight of your plane to 1.

That should do the trick.
I don't seem to have Utilities in my content library
 

CellStudios

and team member
Game Developer
Aug 3, 2019
778
2,807
There is no need to apply any shader, when you create the plane it's already iray. 90% of the images in my game are made using a plane and not much else, sometimes with the cutout opacity 0.0010 sometimes not, there is never any difference.

Just make the plane, make the emission color white and change the units thingy to kcdm and it will work (or should)
I think I'll probably just use the planes behind the camera, seems to work just as good :p

Cheers for all the help.
 

mickydoo

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Thundorn shows you what he does here

About 4 mins he shows you exactly how he sets the plane up
 
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