Novica & Forum Members Tips & Product Reviews Pt 10

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Comments

  • WonderlandWonderland Posts: 7,001
    L'Adair said:
    Nath said:
    L'Adair said:

    Hope your mom is doing better Novica! 

    Does anyone have this modeling tutorial from V3Digitimes? It looks promising with a PDF tutorial as well as a video. https://www.daz3d.com/easy-modeling-and-morphing-with-blender. And it's on sale now...

    I bought it, but to be honest, I haven't found the time to go through it.

    I have it - to me it was well worth the money in getting me to the point where looking at Blender it just 'clicked'. I've learned a lot from it and ended up with a much better understanding of Blender.

    That's good to know. As I recall, I bought it because of positive comments on it. Plus I really like that it's not just videos, but included the PDFs, too

    I got it too but haven't checked it out yet. I still don't get half of DS, so I hope I can understand this. Sooo glad there are PDF's. Videos just don't work for me, 

     

  • TaozTaoz Posts: 9,968
    Taoz said:

    Well apart from ghost lights I can't figure out which lights to use in a closed environment where you can't use sun/dome/HDRI.

    Distant light doesn't seem to work, even if I turn intensity up to 100.000.000 as here I only get a dim light. Further, it seems to work only in certain directions. When it points to the left in the room, there's light, but if I rotate it 90 degrees so it points at the end of the room the light disappears.

    Camera light (last picture) actually works reasonably well but has limitations, you can only use one (I assume) and it always points in the direction of the camera view.

    Turn the window panes into really bright emissive to simulate sunlight and also put some rectangular lights up at the ceiling for fluorescents.

    But again that's technically the same as ghost lights (e.g. emissive planes), isn't it? That's what I'm trying to avoid.
     

    EDIT: You can also use sun-sky or a distant light for the outside-in lighting if those windowpanes are the type that can be made transparent. I can't tell and don't have the set.

    Yes but I'm not particularly talking about this set, just using it for demonstration of an internal environment where you can't access any light from outside. With this set I can just hide a wall or the ceiling or whatever, but some sets don't allow for that.

  • WonderlandWonderland Posts: 7,001

    When I first started with Iray (oh my god, spell check changed that to Iraq LOL!) I bought a bunch of lighting stuff that I think is totally unnecessary now... One might be interesting though I still haven't used it properly. I has ceiling light and various sconce lights you can put around the room that is functional decorative lighting. I forgot the name of it though sorry. Another thing I got at the very beginning are a bunch of decorative standing and table lamps with bulbs you can crank up as real lights. I'm rendering a scene with one now. It's pretty cool, the light comes right out the lamp and cranked up, it lights pretty well and looks like a warm incandescent lamp for home...

  • agent unawaresagent unawares Posts: 3,513
    Taoz said:
    Taoz said:

    Well apart from ghost lights I can't figure out which lights to use in a closed environment where you can't use sun/dome/HDRI.

    Distant light doesn't seem to work, even if I turn intensity up to 100.000.000 as here I only get a dim light. Further, it seems to work only in certain directions. When it points to the left in the room, there's light, but if I rotate it 90 degrees so it points at the end of the room the light disappears.

    Camera light (last picture) actually works reasonably well but has limitations, you can only use one (I assume) and it always points in the direction of the camera view.

    Turn the window panes into really bright emissive to simulate sunlight and also put some rectangular lights up at the ceiling for fluorescents.

    But again that's technically the same as ghost lights (e.g. emissive planes), isn't it? That's what I'm trying to avoid.

    No. Ghost lights aren't just emissive planes, they're emissive planes with opacity a fraction away from 0 which causes all sorts of screwiness.
     

    Taoz said:

    EDIT: You can also use sun-sky or a distant light for the outside-in lighting if those windowpanes are the type that can be made transparent. I can't tell and don't have the set.

    Yes but I'm not particularly talking about this set, just using it for demonstration of an internal environment where you can't access any light from outside. With this set I can just hide a wall or the ceiling or whatever, but some sets don't allow for that.

    IMO removing walls etcetera to let light in damages the realism of the final render.

  • I report bad folders all the time. They used to be fixed quickly but now they aren’t. Still better  To report it.

    The store needs an editor and style guide quite badly. These types of directory errors are preventable if they hire someone with attention to detail who reviews installers before they are dispatched. 

    Coming to this late as I've been away for the weekend, but it surely can't be helpful that instructions on how to package stuff up for the store is now a special course you have to pay up to $35 for, rather than something freely and easily available to everyone that might make use of it.

    If you'll pardon the pun, some folks would rather have a packaged tutorial than have to look it up themselves...
  • L'AdairL'Adair Posts: 9,479
    Taoz said:

    Well apart from ghost lights I can't figure out which lights to use in a closed environment where you can't use sun/dome/HDRI.

    Distant light doesn't seem to work, even if I turn intensity up to 100.000.000 as here I only get a dim light. Further, it seems to work only in certain directions. When it points to the left in the room, there's light, but if I rotate it 90 degrees so it points at the end of the room the light disappears.

    Camera light (last picture) actually works reasonably well but has limitations, you can only use one (I assume) and it always points in the direction of the camera view.

    That looks like Gymnasium. I was hoping it was the Small Sports Hall as I have that one. Anyway... Here are my recommendations:

    • Use the Iray Sun prop in the Sun-Sky environment mode.
      • The Sun Dial Set is located under Render-Settings, either under the Render Settings tab Presets or Smart Content Render-Settings. Type dial into the filter field and it should be easier to find.
      • Select the Sun Dial in the scene tab and expand it until you can select Sun Chain. In the Parameters, use Elevation and Azimuth to move it into position.
      • The ceiling has several skylights, doesn't it? You can adjust the sun via the Sun Chain parameters until it's coming through the windows, either those on the side, the skylights, or both. (Make sure the windows are transparent. I see that set is pre-Iray.)
    • There are several hanging fluorescent fixtures. You can use ghost lights on each of those, and if they aren't in the frame, you can make those opaque, too. (Didn't I just read you get specular highlights if emissives are opaque? Or did I misread that?)
    • If you still need light, place ghost lights in front of the side windows, and angle them toward the floor, mimicking the angle of the sun if you can.
    • Place addtional ghost lights below the skylights, one for each bank of windows.
    • Select all the ghost lights at the same time in the Surfaces->Editor tab.
      • The Emissive Termperature default of 6500 should work for this application,
      • now set the Luminance Units to kcd/m^2, and
      • set the Luminance to about 50.
      • Set either the Viewport or Aux Viewport to NVIDIA Iray draw mode, (if you can,) and see how that looks.
      • Now adjust the Luminance value up or down,
    • You can also use a Spotlight directly on the figure. Or several pointing straight down to the floor. You'll probably need to set the Luminance up really high on the spotlights, though the closer they are to the subject, the less Luminance it takes.

    I hope this will help. I could tinker with the Hall, but it has more windows so it might not be helpful.

     

  • agent unawaresagent unawares Posts: 3,513
    L'Adair said:
    (Didn't I just read you get specular highlights if emissives are opaque? Or did I misread that?)

    You read right.

  • Serene NightSerene Night Posts: 17,669

    For me emissives add a lot of time to the render. Plus they seem to produce more grainy light overall.

  • L'AdairL'Adair Posts: 9,479
    edited March 2018

    For me emissives add a lot of time to the render. Plus they seem to produce more grainy light overall.

    This is true up to a point. Iray has to calculate the light, how it bounces and all that stuff, (which I sort of understand but don't quite know how to explain,) for each and every single emissive polygon. Something I learned when Iray was still new to DS, from someone who actually could explain it. Anyway, the original Ghost Lights from KA, either the instructions he shared or the original set he released, use single poly planes. That's why they are fast. When you make an object with 50 polys an emissive, the render time is going to increase. I think it increases exponentially, but I'm not positive on that. Regardless, the more emissive surfaces you add to scene, the longer it's going to take to render to a clean image. The gentleman who explained this to me, also said the same is true of point lights, but that spotlights and distant lights were only one light source per, so didn't add to the render time.

    I can see how making various parts of a scifi set emissive could really bog down a computer. Most of the things I make emissive are really low poly, if not a single poly plane.
     

    L'Adair said:
    (Didn't I just read you get specular highlights if emissives are opaque? Or did I misread that?)

    You read right.

    This is very good to know! Thanks.

    Post edited by L'Adair on
  • Carola OCarola O Posts: 3,823

    I tend to use pointlights, or spotlights if I need to do a indoor scene and can't get any light from outside. But I also do tend to remove ceiling or walls to let in light from hdri if possible, and now and than I use lightset if I have  a fitting one :)

  • NovicaNovica Posts: 23,902

    My two cents, with inflation- try one of the portrait light sets. Just because they're labeled for portraits, some work quite well for other purposes, particularly with an additional light.

    I think the product with the wall lights, etc was ALR

  • chris-2599934chris-2599934 Posts: 1,830
    Taoz said:

    Distant light doesn't seem to work, even if I turn intensity up to 100.000.000 as here I only get a dim light.

    The "Intensity" parameter that you use in 3DL doesn't do anything in Iray. The equivalent parameter for Iray lighting is "Luminous Flux(Lumen)," which is right down near the bottom of the list of light properties. Not at all obvious. 

  • SimonJMSimonJM Posts: 5,995

    I have just been using soem ghost lights and had success.  To start with.  Went back to the scene and needed to adjust the lighting due to changes in poisitions of the figures and founf that nothing I could do would change the materials on the main light I was changing position of.  So I deleted it, loadeda fresh prop and ... it would not take any materials!  I ended up coopy/pasting from ghost light I had remaning in the scene, which did work .. what the ... proverbial?

  • NovicaNovica Posts: 23,902

    @simonjm  I've never had that happen, interesting. I usually select the Ghost Light and do all those things from the Surfaces pane, even though KA (KindredArts) has the convenient click presets. 

  • IceDragonArtIceDragonArt Posts: 12,548

    @simonjm I have never had that happen either. And I use them in almost every render I do.  I would contact KindredArts, or comment on the commercial thread for those and ask him.  He is very good about answering any questions and addressing any problems.

  • L'AdairL'Adair Posts: 9,479
    SimonJM said:

    I have just been using soem ghost lights and had success.  To start with.  Went back to the scene and needed to adjust the lighting due to changes in poisitions of the figures and founf that nothing I could do would change the materials on the main light I was changing position of.  So I deleted it, loadeda fresh prop and ... it would not take any materials!  I ended up coopy/pasting from ghost light I had remaning in the scene, which did work .. what the ... proverbial?

    What I've determined with materials presets is they apply to the material zone of the same name. So if you have two different props from two different sources, if they have the same material names, the preset will "work"... KA's ghost light presets apply to "Arrow" and "Light", so if you decide to make a plane emissive, renaming the material zone from "Default" to "Light" will allow the Ghost Light presets to work!

    This also means if you change the name of a material zone of an object, that object's own Presets will fail to apply to that zone.

    And the one that trips me up the most… If the preset is a shader, you have to have the object selected in the Scene, and the material zone(s) selected in the Surfaces->Editor! (Gets me at least once every bleeping scene I create!)

  • SimonJMSimonJM Posts: 5,995
    L'Adair said:
    SimonJM said:

    I have just been using soem ghost lights and had success.  To start with.  Went back to the scene and needed to adjust the lighting due to changes in poisitions of the figures and founf that nothing I could do would change the materials on the main light I was changing position of.  So I deleted it, loadeda fresh prop and ... it would not take any materials!  I ended up coopy/pasting from ghost light I had remaning in the scene, which did work .. what the ... proverbial?

    What I've determined with materials presets is they apply to the material zone of the same name. So if you have two different props from two different sources, if they have the same material names, the preset will "work"... KA's ghost light presets apply to "Arrow" and "Light", so if you decide to make a plane emissive, renaming the material zone from "Default" to "Light" will allow the Ghost Light presets to work!

    This also means if you change the name of a material zone of an object, that object's own Presets will fail to apply to that zone.

    And the one that trips me up the most… If the preset is a shader, you have to have the object selected in the Scene, and the material zone(s) selected in the Surfaces->Editor! (Gets me at least once every bleeping scene I create!)

    That's the thing - no name changes, 3 of the ghost lighst added and tried slecting the prop, the prop and surfaces, etc., and zilch!

  • L'AdairL'Adair Posts: 9,479
    SimonJM said:
    L'Adair said:
    SimonJM said:

    I have just been using soem ghost lights and had success.  To start with.  Went back to the scene and needed to adjust the lighting due to changes in poisitions of the figures and founf that nothing I could do would change the materials on the main light I was changing position of.  So I deleted it, loadeda fresh prop and ... it would not take any materials!  I ended up coopy/pasting from ghost light I had remaning in the scene, which did work .. what the ... proverbial?

    What I've determined with materials presets is they apply to the material zone of the same name. So if you have two different props from two different sources, if they have the same material names, the preset will "work"... KA's ghost light presets apply to "Arrow" and "Light", so if you decide to make a plane emissive, renaming the material zone from "Default" to "Light" will allow the Ghost Light presets to work!

    This also means if you change the name of a material zone of an object, that object's own Presets will fail to apply to that zone.

    And the one that trips me up the most… If the preset is a shader, you have to have the object selected in the Scene, and the material zone(s) selected in the Surfaces->Editor! (Gets me at least once every bleeping scene I create!)

    That's the thing - no name changes, 3 of the ghost lighst added and tried slecting the prop, the prop and surfaces, etc., and zilch!

    Wow. That is really weird.

  • NovicaNovica Posts: 23,902

    In case you haven't seen this in the Gallery, it's a great Batman. Neat postwork.

  • NovicaNovica Posts: 23,902
    edited March 2018

    OT: Oh wow, another huge snowstorm on the East Coast. 13-15" or more! Meanwhile, just to rub it in (not really, was going to share these even before I found that out) it was a balmy 76 degrees here in Pensacola today, and I went out to see Stetson. Hadn't seen him in about a month (busy, and then the Mom thing happened so when I get a minute, I'm over at her specialized care place)  When he heard me calling his name, he looked up and nickered then galloped over. We're under a high wind advisory and it was SO pretty to see that mane and tail blowing. His hair wasn't braided so it was over his eyes, blowing, but I braided it before taking pictures. He seems to like it out of his eyes, and he has insect repellent on his face to keep the bugs away. (Never put it near the eyes except to the side, if you put it over the eyes the sweat may make it run down.) 

    What I wanted you to see, because it will be gone in a few days, is his winter coat on his sides. This is how horses shed out, with a bit of brushing. One of the gals working there brushes Stetson a couple times a week and braids his hair. So cute!  So the reddish hair is his winter coat, the gleamy black is his summer coat. No conditioners or hair products added. As summer kicks in, this will begin to bleach out a bit, so Spring is really the best time to see the shiny black.

    These didn't transfer very well from the phone as I had to send them via email, and it compresses/mangles them more than when I setup a wireless transfer. But you get the idea. Stetson says hello to all of you buried in or soon-to-be-buried-in snow. You can laugh at us when we baking in the summer heat this summer. Oh, and supposed to be a higher than average hurricane season again. Fact: the Panhandle of Florida was the only part of Florida that didn't get hit with a major hurricane last year! Harvey came straight up the middle of the state but didn't reach that far West. So sad we never hear much about the Keys, which I'm sure are still massively decimated and struggling to recover, a yaer later. (and the Houston / Texas flood areas.)  Thoughts and hugs go out to those who got hit with the tornados last night. 

    Again, sorry about the picture quality. 

    I've mentioned this before, but this is Infusium23 for people (a leave-in conditioner). If you like how this looks, Sally Beauty supply has it in big bottles and it's cheap. Smells good too. Like a salon-expensive conditioner. Not fruity, more like fresh linens fabric softener.

    This one REALLY shows you what a horse looks like with the winter coat on the sides vs the new shiny summer coat coming in. And that Stetson is extremely well fed and not ridden enough! (About to change, before the summer gets here. Going to start riding at least a couple times a week while it's still Spring.)

    And the massive "I was a stallion 9 years" neck and chest (partly shown.) And also the "see how many boards I have broken that my owner just reimbursed the stable owner for?" (see background fence. We're having to use thicker boards for Your Highness pasture.)  You can just read his mind, contemplating which one to break next. (The horses in the next pasture play with him over the fence, and they lean into it.Stetson is very muscular with that chest, so it doesn't take much. They quit using 2 x 4's.) 

    march20 2.jpeg
    1632 x 1224 - 612K
    march20 3.jpeg
    759 x 800 - 590K
    march20 4.jpeg
    600 x 800 - 397K
    march20 5.jpeg
    1224 x 1632 - 1M
    Post edited by Novica on
  • RGcincyRGcincy Posts: 2,837

    Hello Stetson! Thanks for sharing - I like the hair braid.

  • firewardenfirewarden Posts: 1,484

    Stetson is gorgeous! 

    If anyone wants to send moisture to the high plains of Texas, we'd surely like some! I think we've had all of 1/2 inch of rain over the last six months.We've had problems with some bad grass fires lately.

  • IceDragonArtIceDragonArt Posts: 12,548

    Such a beautiful boy!  Love it when you post pictures of him.  I had no idea their summer and winter coats could be different colors.

    We are expecting 1 to 3 inches tonight, hoping they are wrong.  After that its going to go all the way up into the mid 40s over the next week. (note the sarcasm there, its supposed to be spring darn it!)

  • NovicaNovica Posts: 23,902
    edited March 2018

    Stetson is gorgeous! 

    If anyone wants to send moisture to the high plains of Texas, we'd surely like some! I think we've had all of 1/2 inch of rain over the last six months.We've had problems with some bad grass fires lately.

    Oh yuck. What's your summer forecast? Ours is hotter than usual and I believe it is supposed to be drier too. (Until the first tropical storm hits, then we can get a month or more rainfall in a day.)  Are you on voluntary water rationing yet? I read a couple weeks ago about the (IIRC) Cape Horn area running out of water. This is the article.  Showers should be limited to NINETY SECONDS. Wow.

    Post edited by Novica on
  • RGcincyRGcincy Posts: 2,837
    edited March 2018

    I bought this some time ago but never got around to using it until today. It's Golf Course Bundle which has three products: Golf Course by Mely3D, Golf Course Props, and Sporting: Golf Poses for Genesis 3 by FerelFey. I used all three in this image.

    The course is lovely. It's a tropical course given the palm trees and is relatively flat, although the sand traps and ponds give it some vertical variation. The predominant color is green as you'd get in late-spring early summer. The props provide bag, balls, clubs, and electric and hand golf carts. With the hole flags, benches, and fences from the course, pretty much everything you need to set up a golf scene. The poses are a little different in that they are labeled "wearables' instead of poses. When you use them, they not only pose the figure but add a club with the right pose to the hands. There's also poses to put the figure in the electric cart, on benches, or at different points of the course. They work for V7 and M8.

    I was using the set as part of my current dForce explorations to add footsteps to surfaces. In this case, when your ball lands in a sand trap, you have to walk through the sand to reach it. With a normal ground surface, it looks like the golfer leaped or transported to the spot. By using dForce, you can add footprints that give a more realistic look as shown below. 

    Below: He must have flown or jumped to avoid disturbing the sand!

     

    This was also the first time I used Chunky Knit Sweater Outfit for Genesis 3 Male(s). As soon as I saw it in my runtime I thought it would work well as a golfing outfit. Of course it may be more appropriate for colder climates like Scotland, but Florida can he cold in parts of the year.

    Post edited by RGcincy on
  • NovicaNovica Posts: 23,902

    @rgcincy  Love those footprints! They make a world of difference. And I'm loving Tiger Woods coming back on the golf scene. He's had so many back surgeries/other surgeries, I worry every time I see him swing a club with force. 

  • TaozTaoz Posts: 9,968
    Taoz said:
    Taoz said:

    Well apart from ghost lights I can't figure out which lights to use in a closed environment where you can't use sun/dome/HDRI.

    Distant light doesn't seem to work, even if I turn intensity up to 100.000.000 as here I only get a dim light. Further, it seems to work only in certain directions. When it points to the left in the room, there's light, but if I rotate it 90 degrees so it points at the end of the room the light disappears.

    Camera light (last picture) actually works reasonably well but has limitations, you can only use one (I assume) and it always points in the direction of the camera view.

    Turn the window panes into really bright emissive to simulate sunlight and also put some rectangular lights up at the ceiling for fluorescents.

    But again that's technically the same as ghost lights (e.g. emissive planes), isn't it? That's what I'm trying to avoid.

    No. Ghost lights aren't just emissive planes, they're emissive planes with opacity a fraction away from 0 which causes all sorts of screwiness.

    Hm, OK, didn't know the opacity would make such a difference.  

     

    Taoz said:

    EDIT: You can also use sun-sky or a distant light for the outside-in lighting if those windowpanes are the type that can be made transparent. I can't tell and don't have the set.

    Yes but I'm not particularly talking about this set, just using it for demonstration of an internal environment where you can't access any light from outside. With this set I can just hide a wall or the ceiling or whatever, but some sets don't allow for that.

    IMO removing walls etcetera to let light in damages the realism of the final render.

    Probably true, but realism is not always the goal. Sometimes unrealism may look better.

     

    I report bad folders all the time. They used to be fixed quickly but now they aren’t. Still better  To report it.

    The store needs an editor and style guide quite badly. These types of directory errors are preventable if they hire someone with attention to detail who reviews installers before they are dispatched. 

    Coming to this late as I've been away for the weekend, but it surely can't be helpful that instructions on how to package stuff up for the store is now a special course you have to pay up to $35 for, rather than something freely and easily available to everyone that might make use of it.

     

    If you'll pardon the pun, some folks would rather have a packaged tutorial than have to look it up themselves...

    I'm one of them, I just think that many tutorials sold here - especially video tutorials - are heavily overpriced, compared to how much work it takes to make them (I've made several myself, so I know).

  • NathNath Posts: 2,840

    Stetson is gorgeous!

  • TaozTaoz Posts: 9,968
    L'Adair said:
    Taoz said:

    Well apart from ghost lights I can't figure out which lights to use in a closed environment where you can't use sun/dome/HDRI.

    Distant light doesn't seem to work, even if I turn intensity up to 100.000.000 as here I only get a dim light. Further, it seems to work only in certain directions. When it points to the left in the room, there's light, but if I rotate it 90 degrees so it points at the end of the room the light disappears.

    Camera light (last picture) actually works reasonably well but has limitations, you can only use one (I assume) and it always points in the direction of the camera view.

    That looks like Gymnasium. I was hoping it was the Small Sports Hall as I have that one. Anyway... Here are my recommendations:

    Yes, it is Gymnasium, an older 3DL environment. 

    L'Adair said:
    • Use the Iray Sun prop in the Sun-Sky environment mode.
      • The Sun Dial Set is located under Render-Settings, either under the Render Settings tab Presets or Smart Content Render-Settings. Type dial into the filter field and it should be easier to find.
      • Select the Sun Dial in the scene tab and expand it until you can select Sun Chain. In the Parameters, use Elevation and Azimuth to move it into position.
      • The ceiling has several skylights, doesn't it? You can adjust the sun via the Sun Chain parameters until it's coming through the windows, either those on the side, the skylights, or both. (Make sure the windows are transparent. I see that set is pre-Iray.)
    • There are several hanging fluorescent fixtures. You can use ghost lights on each of those, and if they aren't in the frame, you can make those opaque, too. (Didn't I just read you get specular highlights if emissives are opaque? Or did I misread that?)
    • If you still need light, place ghost lights in front of the side windows, and angle them toward the floor, mimicking the angle of the sun if you can.
    • Place addtional ghost lights below the skylights, one for each bank of windows.
    • Select all the ghost lights at the same time in the Surfaces->Editor tab.
      • The Emissive Termperature default of 6500 should work for this application,
      • now set the Luminance Units to kcd/m^2, and
      • set the Luminance to about 50.
      • Set either the Viewport or Aux Viewport to NVIDIA Iray draw mode, (if you can,) and see how that looks.
      • Now adjust the Luminance value up or down,
    • You can also use a Spotlight directly on the figure. Or several pointing straight down to the floor. You'll probably need to set the Luminance up really high on the spotlights, though the closer they are to the subject, the less Luminance it takes.

    I hope this will help. I could tinker with the Hall, but it has more windows so it might not be helpful.

    Thanks very much, useful info, will try to experiment with these things and see how it works out...

  • TaozTaoz Posts: 9,968
    L'Adair said:
    (Didn't I just read you get specular highlights if emissives are opaque? Or did I misread that?)

    You read right.

    So that is a bad thing?

     

    Carola O said:

    I tend to use pointlights, or spotlights if I need to do a indoor scene and can't get any light from outside. But I also do tend to remove ceiling or walls to let in light from hdri if possible, and now and than I use lightset if I have  a fitting one :)

    Spotlights and point lights don't seem to work very well in a larger environment though, unless you use a lot of them.

     

    Taoz said:

    Distant light doesn't seem to work, even if I turn intensity up to 100.000.000 as here I only get a dim light.

    The "Intensity" parameter that you use in 3DL doesn't do anything in Iray. The equivalent parameter for Iray lighting is "Luminous Flux(Lumen)," which is right down near the bottom of the list of light properties. Not at all obvious. 

    Well "Intensity" does work with spotlights though you have to set it very high. But not for distant lights it seems. I can't get "Luminous Flux" to work with distant light either, though?
     

    Novica said:

    My two cents, with inflation- try one of the portrait light sets. Just because they're labeled for portraits, some work quite well for other purposes, particularly with an additional light.

    I think the product with the wall lights, etc was ALR

    Thanks, good idea, will try that.  

This discussion has been closed.