3-D Muzzle flash effects (light the room?)

https://www.daz3d.com/3d-muzzle-flash-effects

Anyone know if these flashes emit light and brighten what's around them?

Anyone use them yet? I can't tell from the images. I kinda think if they did, there would bea  darkened room shot to show that off.

It says :

  • This Set Does Not Use Textures Or Mesh Lights Although Every Model Is UV-mapped.
  • Daz Studio Iray Material Presets (.DUF)

So, does that mean they emit light and reflect in the scene or am I better off doing muzzle flash in POST?

Or do I grab those iray emissive lights......

like this: https://www.daz3d.com/simple-emissive-light-shaders-for-iray

or this: https://www.daz3d.com/dg-iray-sci-fi-surface-lights-shader

Comments

  • Oso3DOso3D Posts: 15,041

    You can easily make anything emit light in Iray by setting Emission color to anything not black.

     

  • Griffin AvidGriffin Avid Posts: 3,765

    Soooo get them and add those emissives? Or you're saying there's a SURFACE setting (tab) for "Emission Color" and I set that to...lets say yellow and turn up some other value and POW that muzzle flash will reflect tons of light off the gun, characters face and the environment?

     

    THAT would be better than post. lol

    You are sooo good at this.....

  • FishtalesFishtales Posts: 6,161

    From the description. The emissive shader will be turned on in the shader if the built in lights are used. You can then turn up or decrease the lighting and use Tone Mapping settings to get the look you want in the render.

    • Each Prop Includes Lights
    • 2 Iray Material Presets
  • nemesis10nemesis10 Posts: 3,488
    edited April 2017

    Here is example of what the light of a muzzle flash looks like when I raised the Lumens in the Emission Surface; the glow on her face is from the muzzle flash.

    Flash.jpg
    1507 x 1273 - 302K
    Post edited by nemesis10 on
  • The Blurst of TimesThe Blurst of Times Posts: 2,410
    edited April 2017

    Yeah, crank up Emissive settings.

    That being said, I remember something one of the Pixar guys said in a textbook about a lamp in a scene. Yes, the lamp emitted light, but the important thing was to give the impression that it cast light for the scene. The "real" light wasn't the lamp, but the light sources that lit the scene how he wanted the scene to look.

    So, yeah, turn up the Emitter, but don't think of lighting in terms of reality/the objects in your scene. Real life is boring and drab compared to art. Hollywood definitely doesn't work that way, in real world terms, so if you want dramatic light, you need to light your scene for the scene's sake. The play's the thing, as it were.

    Post edited by The Blurst of Times on
  • Griffin AvidGriffin Avid Posts: 3,765

    Wooo-hoo that looks awesome! Can't wait to dive in.

  • PorsimoPorsimo Posts: 359

    Hi, to clarify, there is a light included with each prop. The light is actually a point light inside the model instead of an emissive shader applied on the model. The reason for this is that the models are quite poly-heavy so using emissive surfaces would cause a huge hit to the render times. Also the models themselves would be evenly lit (without control textures) and look flat.

    You can crank up the point light's luminosity as usual but, this will easily "wash out" the shape of the flash prop.

  • Griffin AvidGriffin Avid Posts: 3,765

    Thank you for joining in, I did grab your product and thank you again or making it.

    The ONLY thing is, I am new to Daz and there are still several areas that I have yet to fully explore--

    Sometimes vendor's assume -all their customers are veterans and have a solid grip on the technology behind daz.

    Maybe assume someone is brand new and explain in simpler terms what your product does and then go deeper for the experienced for HOW it does what it does.

    I know what it says, but in my lack of understanding, I decided to ask a simple question.

    I just learned about emissive from those answers. lol never worried about light-generating props before.

  • PorsimoPorsimo Posts: 359
    avxp said:

    Thank you for joining in, I did grab your product and thank you again or making it.

    The ONLY thing is, I am new to Daz and there are still several areas that I have yet to fully explore--

    Sometimes vendor's assume -all their customers are veterans and have a solid grip on the technology behind daz.

    Maybe assume someone is brand new and explain in simpler terms what your product does and then go deeper for the experienced for HOW it does what it does.

    I know what it says, but in my lack of understanding, I decided to ask a simple question.

    I just learned about emissive from those answers. lol never worried about light-generating props before.

    Thank you for your support and especially for reminding me about this important aspect - and I really mean it! I've been in this business for a while now, and sometimes it's just too easy (at least for me) to forget that the terminology and the features are not clear for the people who are new to this hobby. I'll try to keep that in mind better in the future wink

    And, it never hurts to ask, like you did smiley

  • tkdroberttkdrobert Posts: 3,570

    I baught this product a while ago and everytime I tried to use the flashes, they didn't look right.  The lighting looked all wrong.  I've been meaning to come back to it and give it another go.  I think the point light thing may have thrown me off.

  • nabob21nabob21 Posts: 1,024

    I have just purchased this product and I am a bit confused with the materials. Two are included; one labelled MFE Flash Mat Iray and the other labelled H. MFE Shell Mat Iray. MFE Flash Mat Iray can be applied without issue but when I try to apply H. MFE Shell Mat Iray I get an error message. I have tried appying it to the shell for all of the flash props without success. Does anyone know why this is happening?

    Thanks in advance for any help with this.

    nabob21

  • NorthOf45NorthOf45 Posts: 5,533

    It is a Hierarchical Material preset, so it should apply when any part of the hierarchy is selected. Looking at the file contents, it only sets the shell material, not the flash or the point light. Normally Geoshells cannot be selected in the viewport, so this gets around that limitation. Problem is, it appears that it will only work on "MFE Muzzle flash 02".

    Maybe the intention was to use it on any one of them, but didn't turn out that way. It doesn't really change anything, just restores the original materials in case you change them for some reason. Not sure how to make it generic so that it can apply to any of the muzzle flashes. A workaround would be to load Muzzle Flash 02 and copy the surfaces to one of the others if needed.

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