Advanced Ambient, Spot & Distant Lights [Commercial]

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  • KeryaKerya Posts: 10,943
    edited December 1969

    Dance into Autumn

    She is a pixie (see pointed ears! LOL) - she can get away with dancing barefooted in an autumn forest. I wouldn't try, I would catch a cold. ;)

    Rendered in DS4.6


    Credits:
    ML Saskia for V4 - Mirella
    Amaltheia Hair - 3Dream, Mairy
    Aella - Mirabilis (free)
    Sparkles for Studio - Fisty
    DanceEmotion - AerySoul (Alfaseed)
    Forest Autumn - Andrey Pestryakov
    Songbird Remix European Edition 1 - Ken Gilliland
    Advanced Ambient Light - Age of Armour

    DanceIntoAutumn.jpg
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  • kyoto kidkyoto kid Posts: 41,252
    edited October 2013

    ...OK, DIM installed everything correctly .

    One AAL, four linear point lights (still haven't been able to figure out how to use multiple AALs), and two spotlights.

    ...the one beauty is the fact that it still renders much faster than with UE.

    ashlry_.jpg
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    Post edited by kyoto kid on
  • TJohnTJohn Posts: 11,227
    edited December 1969

    Kyoto Kid said:
    ...OK, DIM installed everything correctly .

    One AAL, four linear point lights (still haven't been able to figure out how to use multiple AALs), and two spotlights.

    ...the one beauty is the fact that it still renders much faster than with UE.


    Wow, very nice. Why is she so sad? Excellent mood.
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited October 2013

    Plasmaball done completely in-render. No post.

    1 point light, 1 AAL, a sphere, a geometry shell, a cleverly placed supersuit texture and a fur displacement map. :P
    Tiling tweaks on the 2nd one (I like this one better as it looks more fiery over spikey).

    Plasmaball_2.png
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    Plasmaball.png
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    Post edited by Lissa_xyz on
  • StorypilotStorypilot Posts: 1,676
    edited December 1969

    Vaskania said:
    Plasmaball done completely in-render. No post.

    1 point light, 1 AAL, a sphere, a geometry shell, a cleverly placed supersuit texture and a fur displacement map. :P
    Tiling tweaks on the 2nd one (I like this one better as it looks more fiery over spikey).

    Ooh, that is cool

  • Jay_NOLAJay_NOLA Posts: 1,145
    edited December 1969

    Very nice and awesome looking.

    Vaskania said:
    Plasmaball done completely in-render. No post.

    1 point light, 1 AAL, a sphere, a geometry shell, a cleverly placed supersuit texture and a fur displacement map. :P
    Tiling tweaks on the 2nd one (I like this one better as it looks more fiery over spikey).

  • SzarkSzark Posts: 10,634
    edited December 1969

    Vask that is pure geneis my friend.

  • wsterdanwsterdan Posts: 2,416
    edited December 1969

    Vaskania said:
    Plasmaball done completely in-render. No post.

    1 point light, 1 AAL, a sphere, a geometry shell, a cleverly placed supersuit texture and a fur displacement map. :P
    Tiling tweaks on the 2nd one (I like this one better as it looks more fiery over spikey).


    Too cool, very clever.

    -- Walt Sterdan

  • KharmaKharma Posts: 3,214
    edited December 1969

    Your renders are all fantastic. I was curious to know if any of you would consider posting your settings and placement of lighting in your renders for those of us who aren't so lighting inclined as a starting point to get more of a feel for how to set the lights. I know I have tried various lighting but am still at a loss as to what does what. If I could follow along with what you have done maybe I will get that AHA ...that's what its supposed to do feeling.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited October 2013

    Thanks guys. :) Glad you like it. I'm thinking of doing either a) a tutorial how, or b) a full on freebie with a uv mapped sphere w/ presets.

    Can distributable AAL presets be saved out?

    Post edited by Lissa_xyz on
  • smoke14smoke14 Posts: 261
    edited December 1969

    That plasmaball looks absolutely awesome! Would definitely be interested in how this was accomplished.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    smoke14 said:
    That plasmaball looks absolutely awesome! Would definitely be interested in how this was accomplished.

    Thanks. :) I'm working on a good mix of disp/trans maps to put out so people don't have to go fishing through their runtimes and will already have ones that look good.
  • TJohnTJohn Posts: 11,227
    edited December 1969

    Experimenting with Halloween Pumpkin and lighting.
    One AAL turned way down low. One Linear Point Light inside the pumpkin.
    Boo! :vampire:

    Jack-O.jpg
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  • RuphussRuphuss Posts: 2,631
    edited December 1969

    AAL with Fogcamera and an additional opacityplane in front
    i would like to see more hair with underwateroptions

    AAL_09a.jpg
    1920 x 1080 - 358K
  • KeryaKerya Posts: 10,943
    edited December 1969

    ruphuss said:
    AAL with Fogcamera and an additional opacityplane in front
    i would like to see more hair with underwateroptions

    Looks good!
    As for floaty hair
    http://www.daz3d.com/forums/discussion/28321/

  • Age of ArmourAge of Armour Posts: 437
    edited October 2013

    Great renders again everyone!

    barbult said:
    Absolutely welcome :)

    Oh and a third option is to set the light to diffuse only and use a regular DS spotlight for just the specular.


    That may be the best option for me. In general, I don't think of ambient light as having a specular component. I have no idea, though, how ambient light in the real world behaves - specular or not. Would a distant light also work to provide the specular, or is there a reason that spot light would be better?

    Using a distant or spot or point light for the specular is completely fine. Whichever suits you.

    By definition, ambient lights should not really create specular but, I gave it the ability because I thought it looked nice, especially on skin.

    Specular is intended to be a fast rendering approximation of reflections of light sources. The glossiness setting gives the illusion of sharp or blurry reflections. When you look at some shiny plastic or metal you can actually see the reflection of light bulbs.

    On dry skin, or painted walls, the reflection is so blurred that you can't make out the light bulb but specular reflections are always there in real life. It might be strong or very faint, sharp or blurry but I don't think there has ever been a 100% non-reflective material found in real life... except maybe the core of a black hole hehe.

    Since specular highlights are meant to represent a reflection of a light source you won't get highlights from an ambient light because the light is coming from everywhere equally. But that is in the 3d world. In the real world you are not likely to find light that is that even. Except for some really weird situations, you are going to find that lighting that is stronger in one direction than it is in others.

    So why add in a specular component to the ambient light when you could just add it from a spot or other directional light? Well because the sources of directional lights (other than mesh lights) are infinitely small. The ambient light uses the camera center point for the specular origin but then it is scattered (sorta) based on the AO cone angle. This generally creates broader and softer highlights, somewhat similar to the look of a mesh light, or soft-box, without the added render time increase.

    The summery is that specular from a 3d ambient light is not physically correct but I felt it looked pleasing, added some dimensionality, and gave a bit of the soft-box look without any measurable render time increase. But it is not required in any way. Like most of the light's options, they may not get used every render but I think it is nice to have them available should you want them.

    That is a much longer explanation than I think anyone wanted to read hehe. Sorry for being so loquacious :)

    Post edited by Age of Armour on
  • brainmuffinbrainmuffin Posts: 1,213
    edited December 1969

    Holy crap. Looks really nice.

  • StorypilotStorypilot Posts: 1,676
    edited December 1969

    I didn't mind the long explanation. Thanks AoA, helpful to know your thought process with it.

  • kyoto kidkyoto kid Posts: 41,252
    edited December 1969

    tjohn said:
    Kyoto Kid said:
    ...OK, DIM installed everything correctly .

    One AAL, four linear point lights (still haven't been able to figure out how to use multiple AALs), and two spotlights.

    ...the one beauty is the fact that it still renders much faster than with UE.


    Wow, very nice. Why is she so sad? Excellent mood.
    ...life on the "other side" of the tracks.


    Still a WIP.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Kyoto Kid said:
    tjohn said:
    Kyoto Kid said:
    ...OK, DIM installed everything correctly .

    One AAL, four linear point lights (still haven't been able to figure out how to use multiple AALs), and two spotlights.

    ...the one beauty is the fact that it still renders much faster than with UE.


    Wow, very nice. Why is she so sad? Excellent mood.

    ...life on the "other side" of the tracks.


    Still a WIP.

    Ctrl+click.

  • KeryaKerya Posts: 10,943
    edited December 1969

    ...Like most of the light's options, they may not get used every render but I think it is nice to have them available should you want them.

    That is a much longer explanation than I think anyone wanted to read hehe. Sorry for being so loquacious :)

    I am happy for the options!
    And thank you for your explanation.

  • barbultbarbult Posts: 24,860
    edited December 1969

    The more you explain, the more I learn. Keep it coming!

  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    Okay, I can now announce that a companion Spot/Point light is scheduled to be released any day :)

    The Advanced Spotlight has all the same flagging options and the hitmodes as the Advanced Ambient but also uses a faster raytraced shadowing function than the current DS default lights. The light also supports 4 falloff modes, light gels and also works as a point light.

    The advanced ambient light combined with the advanced spotlight should cover the most common lighting needs and make rendering go a lot faster.

    What do you think? Should we keep both lights in one thread or should I start another thread for the advanced spotlight? I'm leaning towards keeping them both in this thread since so many of the features work in similar ways.

    2_Stage_Lights.jpg
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  • Tarina KiviTarina Kivi Posts: 488
    edited March 2017

    .

    Post edited by Tarina Kivi on
  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    I'd say one thread. Every sane DS renderer is buying that one the instant it's out too. ;)

  • JabbaJabba Posts: 1,460
    edited December 1969

    Probably be using along with AAL anyway, so info for both will maybe cross over each other if separated?

  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    Cool. Will just keep everything in this thread then.

    Here is a render using both the ambient and spotlights.

    5_Giant_Troll.jpg
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  • kyoto kidkyoto kid Posts: 41,252
    edited December 1969

    Okay, I can now announce that a companion Spot/Point light is scheduled to be released any day :)

    The Advanced Spotlight has all the same flagging options and the hitmodes as the Advanced Ambient but also uses a faster raytraced shadowing function than the current DS default lights. The light also supports 4 falloff modes, light gels and also works as a point light.

    The advanced ambient light combined with the advanced spotlight should cover the most common lighting needs and make rendering go a lot faster.

    What do you think? Should we keep both lights in one thread or should I start another thread for the advanced spotlight? I'm leaning towards keeping them both in this thread since so many of the features work in similar ways.


    ...finally, what I've been waiting for. A Spotlight with falloff.


    Thank you.

  • Tarina KiviTarina Kivi Posts: 488
    edited March 2017

    .

    Post edited by Tarina Kivi on
  • MelanieLMelanieL Posts: 7,486
    edited October 2013

    I'd say one thread. Every sane DS renderer is buying that one the instant it's out too. ;)

    Don't know about being "sane" but buying that instantly ... yes probably! I really love the Advanced Ambient Light (though have only started scratching the surface of what can be done with it so far...)
    Post edited by MelanieL on
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