Tenebroso Lighting ••Commercial••

MarshianMarshian Posts: 1,462
edited January 2018 in Daz PA Commercial Products

The Store Page: Tenebroso Lighting

Tenebrism, (Tenebroso) meaning dark, gloomy, mysterious in Italian, is a style of painting using dramatic chiaroscuro, where there are extreme contrasts of light and dark, and where darkness becomes a predominant feature of the image. The artist Caravaggio is generally credited with the invention of the style during the Baroque period. Now available for the 3D world, you can render like the masters painted.

This light set includes 35 presets that cast soft, subtle patterns of colorful light, where the prop itself is invisible and does not render. Additionally, for contrast, 35 other presets cast sharp vibrant patterns of color, where the prop renders as a large crystal.

Here is the: ReadMe

I studied Caravaggio at Ringling School of Art and am so happy to bring his style of lighting to the 3D world. I'm looking forward to answering questions and seeing your renders!

Post edited by Marshian on
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Comments

  • inquireinquire Posts: 2,202

    Is this for iRay lighting or for 3Delight, or both?

  • MarshianMarshian Posts: 1,462
    Hi inquire. The only part of the product that can be used for 3Delight is the depth render material.
  • FSMCDesignsFSMCDesigns Posts: 12,755
    Marshian said:
    Hi inquire. The only part of the product that can be used for 3Delight is the depth render material.

    Yay! I love suppoerting Iray specific products and this looks really useful

  • dreamfarmerdreamfarmer Posts: 2,128

    I am so excited by this. I just have to get my budget in order. 

  • MarshianMarshian Posts: 1,462
    edited January 2018

    An extra promo to give a nudge wink

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    Post edited by Marshian on
  • dreamfarmerdreamfarmer Posts: 2,128

    Grabbed it!

  • I used one of those lights with a couple others here-

  • MarshianMarshian Posts: 1,462

    Thanks for posting! My imagination goes to an urban scene- A green and white neon sign to the left with car on fire to the right.

    I used one of those lights with a couple others here-

     

     

  • Marshian said:

    Thanks for posting! My imagination goes to an urban scene- A green and white neon sign to the left with car on fire to the right.

    I used one of those lights with a couple others here-

     

     

    My pleasure- and with Stryker, that may very well be. lol

  • wsterdanwsterdan Posts: 2,348
    Marshian said:
    Hi inquire. The only part of the product that can be used for 3Delight is the depth render material.

    Just to clarify, which of the renders shown on the product page are 3DL renders, or can you post a couple here? My finger's on the "Buy" trigger, but I just want a clearer idea of the 3DL output I'll be getting.

    Thanks,

    Walt Sterdan

  • MarshianMarshian Posts: 1,462

    SO sorry inquire and wsterdan. There is very very little of this product that will function in 3DL without converting the lights and surfaces. You'd be much happier and find some similar functionality using a spotlight with our Illuminated Umbrella product (which is currently less expensive than this one!):  https://www.daz3d.com/illumberella-for-3delight-and-iray

    Here is a texture expansion for the Umbrella, if you'd like more options: https://www.daz3d.com/illumberella-texture-addon

    So you could just get the base Umbrella product or buy both, which would just barely more than buying Tenebroso Lighting by itself.

    I'm happy to answer more questions. 

     

  • wsterdanwsterdan Posts: 2,348

    Ah, no problem, thanks for the suggestions. I accidently read your earlier reply as the only thing that couldn't be used was the depth render material, but on re-reading it I see it's the reverse. blush

    Thanks again,

    Walt Sterdan

     

  • LlynaraLlynara Posts: 4,770

    Looks fantastic! And I love that you're bringing classical art lighting to 3D art. Yes, please and give me more! 

  • inquireinquire Posts: 2,202
    Marshian said:
    Hi inquire. The only part of the product that can be used for 3Delight is the depth render material.

    No, actually I do usually use iRay for rendering. I just was not sure from the promo page whether this worked well with iRay. Sounds fine.

  • ZippyGuitarZippyGuitar Posts: 845
    edited January 2018

    ​Very truly, I love these lights, Marshian. The effects are just beautiful. I had a chance last night to finally use them. I think I just found my new fave toy. ;)

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  • MarshianMarshian Posts: 1,462

    Thanks so much for posting GlenWebb! Beautiful image—The warm soft light is a nice contrast (and compliment) to the strength of the figure.

     

  • IceDragonArtIceDragonArt Posts: 12,548

    How did I miss this?  This looks really amazing, can't wait to try it.  Might not have a chance to do a test run til later in the week though.

  • Does this have normal light too in like white or just colourized lights

  • MarshianMarshian Posts: 1,462
    Hi Illidanstorm. There are 10 presets that emit white light. Beyond those you can change the shape of the light with a mask, there are nine included, or delete all the texture maps associated with that light and get pure white light emitting everywhere. Deleting all texture Maps may take some adjustments to surfaces and or lights. Thanks for posting and let me know if you have anymore questions.
  • inquireinquire Posts: 2,202

    Basically, I still have three questions, if you don't mind. But, I am still looking very seriously at this lighting set:

    (1) Is the white light with the 10 presets different from just using a spotlight with white light?

    (2) Are there "texture maps associated with" the white lights, or are those for other lights?

    (3) Also I'm wondering, if I decide to place a preset of light (which will not render) beside a character in a scene, how difficult is it to get that preset into place? Can I just select the character and then the preset, and will the preset be placed in the scene near the character? Or, does the preset get placed in the center of the scene, and do I then have to maneuver it into place?

  • MarshianMarshian Posts: 1,462

    No Problem, here you go:

    1. Yes, see attached image which shows different grayscale images projected and masks to shape the light even further
    2. Yes, the attached image shows actual texture maps
    3. Not difficult to place the invisible lights (scale or transition) as the light rig can be seen in working view. You'll need to put it in place, all lights load center of the scene 
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  • inquireinquire Posts: 2,202

    I see. I think I'm getting a better understanding of this product now. Thank you for the answer.

    OFF-TOPIC, but I think you might want to know:

    By the way, the ending of The Great Gatsby is described by Fitzgerald as looking like a scene in a painting by Caravaggio. I used to give students the option of creating the scene in the style of Caravaggio as one of a choice of assignments. Of course, I had to bring in reproductions of paintings by Caravaggio to provide understanding. There were some tremendous works created. I'm so glad the novel ends like this. For chiaroscuro in general, I have a photo by Arther Mintz, quite an accomplished photographer, who is known for favoring the great painters. He told me, "other photographers studied great photographers. I studied the great masters." He meant the painters, and longed for the day when we would get to output photographs with printers, using pigments.

  • MarshianMarshian Posts: 1,462

    Sure! Thank you for the lil-bit extra, I enjoyed reading that.

  • inquireinquire Posts: 2,202

    OK. I just bought it. I'm going to try it out now.

  • inquireinquire Posts: 2,202

    I'm trying different things with the lights. I need a little education about the differences between the masks and the mats. I've tried one or the other, and, at times, both. Is there a reason to one or the other, or both?

  • MarshianMarshian Posts: 1,462
    edited January 2018

    Are you using the AuxView Port? It's Great to experiment with. Start with a simple scene- Use the render setting included (or another preset that makes the scene dark). Load a gaint plane, some primitives, and one of the sharp lights. Use the auxview port with the default light, check a render... and then add a mask, you'll quickly see the difference. Switch through a few different masks. There's more info, with a picture, in one of the promos.

    inquire said:

    I'm trying different things with the lights. I need a little education about the differences between the masks and the mats. I've tried one or the other, and, at times, both. Is there a reason to one or the other, or both?

     

    Post edited by Marshian on
  • inquireinquire Posts: 2,202

    What is the AuxView Port? Is it just the regular window or windows that open up? If it's not, then Nope, I'm not using it. I've just been using the soft lights and with a scene with two characters in it. Your advice sounds sound, though.

  • inquireinquire Posts: 2,202

    OK, I just tried the AuxView Port. Didn't even know it existed. How does one know which way the light is pointing if you add a mask to it? For example, if I used a vertical or slit mask, how would I know where the light was going to fall? I"m just trying to get better, but I do enjoy the product.

  • inquireinquire Posts: 2,202

    OK, I think I am getting a better version of the lights and how to do this. The AuxView Port seems to render more quickly. Is that the idea: to get a quick preview? The lights don't emit or shine in a particular direction, then? A light isn't like a spotlight, it's more like a point light, right? I don't see much difference when I use a mask, though. I do see the difference when I use a material. If I want to change a color, I find that I can go into the shaders and click on the glossy color. That seems to make the most difference.

    I did read the documentation. Anything that I'm missing? Any other tips? 

  • MarshianMarshian Posts: 1,462

    Yes, the presets labeled "sharp" perform more like a point light and aux viewport is for a quick preview. The texture maps/settings and masks for those "sharp" presets restrict light from being cast in some areas, therefore, allowing it to be directional. You have to use the auxviewport to see which way the light is pointing. I thought of a way to estimate this in working view, without a render, but there were too many variables for it to work with all presets.

    The series of niches in the image below shows you how the different masks will shape the light.

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