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Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
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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
...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.
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
Very nice and awesome looking.
Vask that is pure geneis my friend.
Too cool, very clever.
-- Walt Sterdan
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.
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?
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.
Experimenting with Halloween Pumpkin and lighting.
One AAL turned way down low. One Linear Point Light inside the pumpkin.
Boo! :vampire:
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/
Great renders again everyone!
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 :)
Holy crap. Looks really nice.
I didn't mind the long explanation. Thanks AoA, helpful to know your thought process with it.
Wow, very nice. Why is she so sad? Excellent mood.
...life on the "other side" of the tracks.
Still a WIP.
...life on the "other side" of the tracks.
Still a WIP.
Ctrl+click.
I am happy for the options!
And thank you for your explanation.
The more you explain, the more I learn. Keep it coming!
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.
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I'd say one thread. Every sane DS renderer is buying that one the instant it's out too. ;)
Probably be using along with AAL anyway, so info for both will maybe cross over each other if separated?
Cool. Will just keep everything in this thread then.
Here is a render using both the ambient and spotlights.
...finally, what I've been waiting for. A Spotlight with falloff.
Thank you.
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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...)