Advanced Ambient, Spot & Distant Lights [Commercial]

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Comments

  • KharmaKharma Posts: 3,214
    edited December 1969

    Spit that looks great! One question..how do you get that shiny floor with reflections in it?

  • SiscaSisca Posts: 875
    edited December 1969

    I haven't had a ton of time to play with all of the features but I'm already finding this the first light I throw into a scene.

    I've been working on building several characters for a series of renders I need to do and for a quick proof render I've just been loading up the paper roll from PhotoStudio and tossing in one of these positioned above and about 45 deg off the front of the character. It's not great by any means but for something that takes 2 seconds to setup I'm very happy with the results. Especially when it renders in just a couple of minutes even with SSS shaders all over the place.

    Velma.2_.png
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  • GoneGone Posts: 833
    edited December 1969

    Loving the light! The speed increase on Garibaldi hair is incredible.

    However, I have now hit a snag and don't know how to deal with it. :(

    I'm using Dimension Theory's EYEris shader and, when I use the Advanced Ambient Light, it triggers a specular flare from the render camera position. This is the only light that causes this to happen.

    I've tried filtering the eyes without any success. The only way I can stop the flare is to turn off specular in the EYEris shader. Of course, that means I get no specular from any source!

    Any thoughts on how to get these two to play together nicely would be much appreciated.

    AALEYEris.jpg
    1200 x 1200 - 337K
  • KharmaKharma Posts: 3,214
    edited December 1969

    Does it make a difference where this ambient light is positioned in the scene?

  • scorpioscorpio Posts: 8,481
    edited December 1969

    Kharma said:
    Does it make a difference where this ambient light is positioned in the scene?

    Yes when using fall off.

  • StorypilotStorypilot Posts: 1,676
    edited December 1969

    Here's one I just did, using 3 Ambient Lights and one distant light (as a rim light). I'm including both my final product after post and my raw render.

    CastingLight-raw.jpg
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    Casting_Light1.jpg
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  • SpitSpit Posts: 2,342
    edited December 1969

    Thanks Muon Quark (love the name. Makes me ask if you have kids named Spin and Charm and a little cat named Heisenberg.) :)

    Kharma said:
    Spit that looks great! One question..how do you get that shiny floor with reflections in it?

    Thanks. The floor actually comes all set up. I didn't have to do a thing.

    Usually if I want to add a little reflection to a floor, I just turn reflection on (if the shader has a switch to do it) and set reflection strength to 20-40 or so.Sometimes I splurge and even go higher--depends on the scene of course.

  • TJohnTJohn Posts: 11,227
    edited October 2013

    "Billy's Nightmare"
    A little touch of Halloween. :vampire:
    2 Advanced Ambient Lights (1 in the front room, and one behind the doors), 1 Distant light for moonlight through the windows, and one Point light for the candle. No postwork except for the sig. Quality settings cranked up way too high but I wanted to max out the test. Approximately 24 hour render.
    I recommend viewing at full size, there's a lot of detail. :)

    Billys_Nightmare_Final.jpg
    1318 x 1322 - 307K
    Post edited by TJohn on
  • StorypilotStorypilot Posts: 1,676
    edited December 1969

    Creepy one tjohn!

  • Muon QuarkMuon Quark Posts: 564
    edited December 1969

    Spit said:
    Thanks Muon Quark (love the name. Makes me ask if you have kids named Spin and Charm and a little cat named Heisenberg.) :)

    LOL Nope, just a play on words between science and Star Trek.

    :-)

  • KharmaKharma Posts: 3,214
    edited December 1969

    So I made some changes, added a spotlight as Sickleyield recommended diffuse only at 14.5% and spread angle 102 coming across the bed toward the girl, then on the ambient light I upped the AO samples to 256 and AO shading rate to 5. I think her skin and the wall look smoother and I do have more shadows but they seen to come from the bed and not the girl against the wall.

    Any advice, tips etc anyone can add? these are my very first attempt at lights really and can use any and all advice

    cat_found4.jpg
    1280 x 1024 - 666K
  • TJohnTJohn Posts: 11,227
    edited December 1969

    Kharma said:
    So I made some changes, added a spotlight as Sickleyield recommended diffuse only at 14.5% and spread angle 102 coming across the bed toward the girl, then on the ambient light I upped the AO samples to 256 and AO shading rate to 5. I think her skin and the wall look smoother and I do have more shadows but they seen to come from the bed and not the girl against the wall.

    Any advice, tips etc anyone can add? these are my very first attempt at lights really and can use any and all advice


    Not much advice and tips on this image from me as I love it the way it is. :)
  • TJohnTJohn Posts: 11,227
    edited October 2013

    Creepy one tjohn!

    Thank you! I really like the way this light can illuminate everything believably dark and give you such a contrast with brighter lights like moonlight and candlelight at a believable level.
    I was never happy with the lighting for indoor scenes and always had to rip the roof and unseen walls out of the scene to get them lit. But with Advanced Ambient, it's no longer a problem. Thanks, AoA!
    Post edited by TJohn on
  • Age of ArmourAge of Armour Posts: 437
    edited October 2013

    Incredible images everyone!

    Gone said:
    Loving the light! The speed increase on Garibaldi hair is incredible.

    However, I have now hit a snag and don't know how to deal with it. :(

    I'm using Dimension Theory's EYEris shader and, when I use the Advanced Ambient Light, it triggers a specular flare from the render camera position. This is the only light that causes this to happen.

    I've tried filtering the eyes without any success. The only way I can stop the flare is to turn off specular in the EYEris shader. Of course, that means I get no specular from any source!

    Any thoughts on how to get these two to play together nicely would be much appreciated.

    Hi Gone,

    The light casts a broad specular from the camera position. Though not really physically correct it generally looks pretty good and ads a little extra sense of shape to 3d models. You can disable it though by setting the light to diffuse only in the "Illumination" dropdown menu.

    Post edited by Age of Armour on
  • Age of ArmourAge of Armour Posts: 437
    edited October 2013

    Sorry for the back to back posts. I haven't figured out how to attribute two quotes in one post yet hehe.

    I'm still figuring out all the twists and turns of these (I'll sit down and read through the whole thread tomorrow), but I have to say that adding one of these to my scene instead of a half-dozen distant lights to simulate ambient light automatically makes these worth the price.

    I am getting the "photograph of a museum display" effect (I don't really have a better way to describe it), but since photo-realistic lighting isn't actually high on my list of priorities (believable, appropriate to the scene lighting, yes. Simulating a photograph, not so much), it's probably a lack of experience with this sort of lighting on my part, and I'm sure I'll figure it out. :)

    I'm not sure I understand what you mean by the photograph of a museum display effect. Like a photo taken using a flash? If that is the case it might be the specular. Maybe turning it off would help for your situation.

    Could you post a render that shows the effect? I'd like to better understand and help.

    Post edited by Age of Armour on
  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    Gone said:
    Loving the light! The speed increase on Garibaldi hair is incredible.

    However, I have now hit a snag and don't know how to deal with it. :(

    I'm using Dimension Theory's EYEris shader and, when I use the Advanced Ambient Light, it triggers a specular flare from the render camera position. This is the only light that causes this to happen.

    I've tried filtering the eyes without any success. The only way I can stop the flare is to turn off specular in the EYEris shader. Of course, that means I get no specular from any source!

    Any thoughts on how to get these two to play together nicely would be much appreciated.

    I am finding Garibaldi to render somewhat longer then usual, It seems I haven't worked out the right settings in AAL to improve speed with the hair. But, I am finding the hair is rendering much more accurately to it's colour, particularly dark hair. Before advanced ambient light, Uber Environment or 6 point directional light set up would often make dark hair appear ridiculously lighter and less vibrant then it should be despite everything else in the scene looking exactly as it should.

  • TJohnTJohn Posts: 11,227
    edited December 1969

    Spyro said:
    Gone said:
    Loving the light! The speed increase on Garibaldi hair is incredible.

    However, I have now hit a snag and don't know how to deal with it. :(

    I'm using Dimension Theory's EYEris shader and, when I use the Advanced Ambient Light, it triggers a specular flare from the render camera position. This is the only light that causes this to happen.

    I've tried filtering the eyes without any success. The only way I can stop the flare is to turn off specular in the EYEris shader. Of course, that means I get no specular from any source!

    Any thoughts on how to get these two to play together nicely would be much appreciated.

    I am finding Garibaldi to render somewhat longer then usual, It seems I haven't worked out the right settings in AAL to improve speed with the hair. But, I am finding the hair is rendering much more accurately to it's colour, particularly dark hair. Before advanced ambient light, Uber Environment or 6 point directional light set up would often make dark hair appear ridiculously lighter and less vibrant then it should be despite everything else in the scene looking exactly as it should.
    There's a flag under Lighting Control specific to Garibaldi hair, but I'm not sure what settings would speed things up.

  • SpitSpit Posts: 2,342
    edited December 1969

    Kharma said:
    So I made some changes, added a spotlight as Sickleyield recommended diffuse only at 14.5% and spread angle 102 coming across the bed toward the girl, then on the ambient light I upped the AO samples to 256 and AO shading rate to 5. I think her skin and the wall look smoother and I do have more shadows but they seen to come from the bed and not the girl against the wall.

    Any advice, tips etc anyone can add? these are my very first attempt at lights really and can use any and all advice

    Lovin' it--such a sweet picture. It's definitely smoother (upping the samples and lowering the rate really helped) and I do see a cast shadow behind her towards the bottom. It's faint but shadows from a spot (and distant) get fainter as the strength of the light is reduced.

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    Yeah, I do flag it, and use an independent AAL to illuminate it. All other AAL in scene are set not to illuminate Garibaldi. I have allot of things to explore, but my first render with AAL Render (My Artzone) was 14hr render (was rendered in two layers both close to 7hr each), GH was a particular slow down, and it only had one AAL affecting it. iirc, I set the GH only AAL to 16 samples and 16 shading rate. Also set the ambient lights to diffuse only.

    Wasn't sure If I should be doing anything else. Sounds Like Gone has worked it out lol

  • KeryaKerya Posts: 10,943
    edited December 1969

    Are you sure that it was the Garibaldi hair that slowed the render and not all those transmapped plants?
    Just asking ...

  • SiscaSisca Posts: 875
    edited December 1969

    tjohn said:
    Spyro said:
    Gone said:
    Loving the light! The speed increase on Garibaldi hair is incredible.

    However, I have now hit a snag and don't know how to deal with it. :(

    I'm using Dimension Theory's EYEris shader and, when I use the Advanced Ambient Light, it triggers a specular flare from the render camera position. This is the only light that causes this to happen.

    I've tried filtering the eyes without any success. The only way I can stop the flare is to turn off specular in the EYEris shader. Of course, that means I get no specular from any source!

    Any thoughts on how to get these two to play together nicely would be much appreciated.

    I am finding Garibaldi to render somewhat longer then usual, It seems I haven't worked out the right settings in AAL to improve speed with the hair. But, I am finding the hair is rendering much more accurately to it's colour, particularly dark hair. Before advanced ambient light, Uber Environment or 6 point directional light set up would often make dark hair appear ridiculously lighter and less vibrant then it should be despite everything else in the scene looking exactly as it should.


    There's a flag under Lighting Control specific to Garibaldi hair, but I'm not sure what settings would speed things up.

    You can use the flags to control how the light interacts with specific parts of the scene.

    So if you set the Garibaldi Hair flag then set the "If Surface is Flagged" setting to say Primitive Hitmode with Alt Samples that should speed up the render time of the hair at a cost of some quality.

    I'm not sure how much of a quality hit it would be but it's quick enough to change those settings and experiment.

    I've been playing around with using the Diffuse Strength 99% flag to create a light that simulates the glow from a forge hitting the bricks around the forge and it's working pretty well.

    I do have a feature request for version 2 though - some sort of indicator of the area the light hits and the falloff area would be nice. Trying to get the light to only hit part of a large object is a lot of trial and error.

  • SpyroRueSpyroRue Posts: 5,020
    edited October 2013

    Kerya said:
    Are you sure that it was the Garibaldi hair that slowed the render and not all those transmapped plants?
    Just asking ...

    No doubt in my mind about the trans mapped plants/trees They were certainly a big factor of the slow down. It probably wasn't the best render to start using Advanced Ambient for first time. I will have to explore it in less demanding environments lol

    Post edited by SpyroRue on
  • Muon QuarkMuon Quark Posts: 564
    edited December 1969

    I redid an older scene using the AAL. Just one light, straight out of the box, no postwork. I really like how this light interacts with hair.

    mardi_gras_kid.jpg
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  • KeryaKerya Posts: 10,943
    edited December 1969

    *grin*
    I am trying to use Andrey Pestryakov's Forest ... and setting all those materials with transparencies to 99% diffuse and play with lower Ambient Light settings.
    Not going to show the results until now!

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    Thats true Sisca, I did play a bit and use primitive hit-mode on the hair-only light. Even though the settings in the light were very low, it didn't seem to loose much quality, I think perhaps its because of the settings I was using within the hair shader (it perhaps may also be part of the reason I noticed opposite speed results to gone).

    And yes totally agree with your feature request. Would really be nice to see in the view-port a radius indicator when using falloff, one like the Linea point light uses would be perfect :)

  • GoneGone Posts: 833
    edited December 1969

    Sisca said:
    tjohn said:
    Spyro said:
    Gone said:
    Loving the light! The speed increase on Garibaldi hair is incredible.

    However, I have now hit a snag and don't know how to deal with it. :(

    I'm using Dimension Theory's EYEris shader and, when I use the Advanced Ambient Light, it triggers a specular flare from the render camera position. This is the only light that causes this to happen.

    I've tried filtering the eyes without any success. The only way I can stop the flare is to turn off specular in the EYEris shader. Of course, that means I get no specular from any source!

    Any thoughts on how to get these two to play together nicely would be much appreciated.

    I am finding Garibaldi to render somewhat longer then usual, It seems I haven't worked out the right settings in AAL to improve speed with the hair. But, I am finding the hair is rendering much more accurately to it's colour, particularly dark hair. Before advanced ambient light, Uber Environment or 6 point directional light set up would often make dark hair appear ridiculously lighter and less vibrant then it should be despite everything else in the scene looking exactly as it should.


    There's a flag under Lighting Control specific to Garibaldi hair, but I'm not sure what settings would speed things up.

    You can use the flags to control how the light interacts with specific parts of the scene.

    So if you set the Garibaldi Hair flag then set the "If Surface is Flagged" setting to say Primitive Hitmode with Alt Samples that should speed up the render time of the hair at a cost of some quality.

    I'm not sure how much of a quality hit it would be but it's quick enough to change those settings and experiment.

    I've been playing around with using the Diffuse Strength 99% flag to create a light that simulates the glow from a forge hitting the bricks around the forge and it's working pretty well.

    I do have a feature request for version 2 though - some sort of indicator of the area the light hits and the falloff area would be nice. Trying to get the light to only hit part of a large object is a lot of trial and error.

    Wow! Lots of conversation here.

    First, thanks AoA, that did the trick. I forgot these lights had the illumination drop down. Must be the big "C" - uberenvironment light doesn't do specular. :)

    Spyro, my light setup is basically as already described. One AAL light set with Garibaldi flag to not render. A second light set with Garibaldi flag and render only flagged. The Garibaldi light has 8 AO samples, 128 AO shading rate, and hitmode is "primitive". The hair renders on slightly slower than the skin.

    And now, if EYEris is being used, all AAL lights are set to diffuse and a distant light is used as spec only at around 30 - 50%. Interestingly, this does cause a small but noticeable colour shift.

    AALEYErisNew.jpg
    1200 x 1200 - 302K
  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    Ah, now that explains it I should have increased the shading rate substantially. other then that, It seems I was pretty similar with the general set up.

    Thanks mate :)

  • StratDragonStratDragon Posts: 3,251
    edited October 2013

    any recommendations for this lighting set set as a solution to my really bad experience with 3Delight lighting for interior shots?
    I usually use Reality to Luxrender but I'm looking for a faster rending solution that doesn't constantly overlight or underlight my scenes.

    Post edited by StratDragon on
  • KharmaKharma Posts: 3,214
    edited December 1969

    tjohn said:
    Kharma said:
    So I made some changes, added a spotlight as Sickleyield recommended diffuse only at 14.5% and spread angle 102 coming across the bed toward the girl, then on the ambient light I upped the AO samples to 256 and AO shading rate to 5. I think her skin and the wall look smoother and I do have more shadows but they seen to come from the bed and not the girl against the wall.

    Any advice, tips etc anyone can add? these are my very first attempt at lights really and can use any and all advice


    Not much advice and tips on this image from me as I love it the way it is. :)

    thank you Tjohn :)

  • KharmaKharma Posts: 3,214
    edited December 1969

    Spit said:
    Kharma said:
    So I made some changes, added a spotlight as Sickleyield recommended diffuse only at 14.5% and spread angle 102 coming across the bed toward the girl, then on the ambient light I upped the AO samples to 256 and AO shading rate to 5. I think her skin and the wall look smoother and I do have more shadows but they seen to come from the bed and not the girl against the wall.

    Any advice, tips etc anyone can add? these are my very first attempt at lights really and can use any and all advice

    Lovin' it--such a sweet picture. It's definitely smoother (upping the samples and lowering the rate really helped) and I do see a cast shadow behind her towards the bottom. It's faint but shadows from a spot (and distant) get fainter as the strength of the light is reduced.

    thanks Spit, it still rendered really fast only a few minutes, I didn't change any render settings tho..is that required also? Also I don't know what's going on with the floor in the lower corner, it looks all funky like someone spilled something, not sure why that's happening

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