Advanced Ambient, Spot & Distant Lights [Commercial]

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Comments

  • barbultbarbult Posts: 24,855
    edited December 1969

    barbult said:
    Oh boy! New shaders coming!

    Thanks for the cheer :) The shaders have passed quality assurance and should be released in about a week and a half.
    Are you going to give us any sneak peaks or hints?

  • kyoto kidkyoto kid Posts: 41,249
    edited December 1969

    ...any news on the Install Error front? Holding off on updating until I hear it has been fixed.

  • TJohnTJohn Posts: 11,227
    edited December 1969

    Kyoto Kid said:
    ...any news on the Install Error front? Holding off on updating until I hear it has been fixed.

    You mean this?
    http://www.daz3d.com/forums/discussion/27675/P1404
  • kyoto kidkyoto kid Posts: 41,249
    edited December 1969

    ...missed that, lazy ebots again.

  • MattymanxMattymanx Posts: 6,955
    edited December 1969

    barbult said:
    barbult said:
    Oh boy! New shaders coming!

    Thanks for the cheer :) The shaders have passed quality assurance and should be released in about a week and a half.


    Are you going to give us any sneak peaks or hints?


    He just did. He told us its a shader.

  • Zig ZagZig Zag Posts: 96
    edited December 1969

    Hi Age of Armour,

    I have a suggestion for the Advanced Spotlight, it would be nice if we could have tile settings for the Gobo. This would be useful in the case where one increases the spread angle to cover a large surface with Gobo Caustics. In that case, the caustic lines can be quite far apart if a large spread angle is used.

    By tiling the Gobo we can cover a large surface and still have caustic lines that are close enough together by tiling.

    There's another spotlight in the store (don't remember its name right now) that allows one to do this, but it has other shortcomings which make it unusable for me.

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

    Zig Zag said:
    Hi Age of Armour,

    I have a suggestion for the Advanced Spotlight, it would be nice if we could have tile settings for the Gobo. This would be useful in the case where one increases the spread angle to cover a large surface with Gobo Caustics. In that case, the caustic lines can be quite far apart if a large spread angle is used.

    By tiling the Gobo we can cover a large surface and still have caustic lines that are close enough together by tiling.

    There's another spotlight in the store (don't remember its name right now) that allows one to do this, but it has other shortcomings which make it unusable for me.

    Hi Zig Zag,

    I agree that can be handy. Have you tried the Gobo Scale setting? Adjusting it to values less than 100% will cause the projected image to tile.

  • TJohnTJohn Posts: 11,227
    edited December 1969

    Zig Zag said:
    Hi Age of Armour,

    I have a suggestion for the Advanced Spotlight, it would be nice if we could have tile settings for the Gobo. This would be useful in the case where one increases the spread angle to cover a large surface with Gobo Caustics. In that case, the caustic lines can be quite far apart if a large spread angle is used.

    By tiling the Gobo we can cover a large surface and still have caustic lines that are close enough together by tiling.

    There's another spotlight in the store (don't remember its name right now) that allows one to do this, but it has other shortcomings which make it unusable for me.

    Hi Zig Zag,

    I agree that can be handy. Have you tried the Gobo Scale setting? Adjusting it to values less than 100% will cause the projected image to tile.
    Cool! Easter Egg. :lol:

  • Zig ZagZig Zag Posts: 96
    edited December 1969

    Zig Zag said:
    Hi Age of Armour,

    I have a suggestion for the Advanced Spotlight, it would be nice if we could have tile settings for the Gobo. This would be useful in the case where one increases the spread angle to cover a large surface with Gobo Caustics. In that case, the caustic lines can be quite far apart if a large spread angle is used.

    By tiling the Gobo we can cover a large surface and still have caustic lines that are close enough together by tiling.

    There's another spotlight in the store (don't remember its name right now) that allows one to do this, but it has other shortcomings which make it unusable for me.

    Hi Zig Zag,

    I agree that can be handy. Have you tried the Gobo Scale setting? Adjusting it to values less than 100% will cause the projected image to tile.

    Hi Age of Armour,

    Well yes, you are correct, the Gobo Scale setting allows the texture to tile. Doh!

    :-)

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

    :) It's one of those things which isn't all that obvious so don't feel bad for missing it.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited June 2014

    When I render in DS, these suckers are still my go-to lights, but there's something I haven't even thought about until now.

    If I set an AA light to diffuse only, or specular only, am I still getting the ambient effects, or does a light have to be fully set to 'on' for ambient to take effect?

    Also, what about multiple AA lights in a scene (say like an AAL for a global fill and a Adv Spot for a color splash).. am I getting more ambient than is needed?

    Post edited by Lissa_xyz on
  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    Vaskania said:
    When I render in DS, these suckers are still my go-to lights, but there's something I haven't even thought about until now.

    If I set an AA light to diffuse only, or specular only, am I still getting the ambient effects, or does a light have to be fully set to 'on' for ambient to take effect?

    Also, what about multiple AA lights in a scene (say like an AAL for a global fill and a Adv Spot for a color splash).. am I getting more ambient than is needed?

    You will still get ambient light and occlusion when using Diffuse Only. Actually, you will with secular only also but the Occlusion is not exactly noticeable unless you have a very dull surface.

    You can indeed have multiple advanced lights in a scene. As you mentioned, having a spotlight for your key light and an ambient for the fill usually gives very good looking results.

    The light intensities do add to each other though. That is not a bad thing but just keep it in mind and adjust accordingly. If you have 2 ambient lights, illuminating the same area, and each is at 100% strength, then you have the equivalent of 1 advanced light at 200% strength.

    But using more than one can be handy. Let's say you have a dusk scene, where one ambient light is blue/purple and covers the whole scene to simulate the dusk skylight. And in your scene you have a building with a bright red neon sign... Near the sign you may want to put another ambient light but this time set it to red red and give it a short radius so it only casts a red glow on things near the neon sign.

    This image was done using many advanced ambient lights, of various strengths and colors, in the scene.

    NightWatchman.jpg
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  • MattymanxMattymanx Posts: 6,955
    edited December 1969

    Both of these are done with Advanced lights. The HDRI map on the second one is not used for lighting. It does use AoAs enviro dome though from Metalized Glass.

    177_-_A_Rogue_Hero_2.jpg
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    176_-_A_Rogue_Hero.jpg
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  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    Thanks for the explanation AoA. :)

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

    Great stuff Matty!

  • RuphussRuphuss Posts: 2,631
    edited December 1969

    it's very nice that we can have shadows on shadowcatchers now
    but I cant colour them (the shadows)
    I tried with the Yosemite plane

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

    ruphuss said:
    it's very nice that we can have shadows on shadowcatchers now
    but I cant colour them (the shadows)
    I tried with the Yosemite plane

    The lights are sending shadow color information to catchers but the catcher may not be set up to read it. Catchers are fairly simple but can still be a little tricky in some cases. For instance it is super simple to make a shadow catcher in Shader Mixer which will receive colored shadows but it looks a bit weird when multiple lights with shadows are used.

    I'll get in contact with DT and see if the two of us can put our minds together and work something out.

  • LuckBeLuckBe Posts: 93
    edited July 2014

    I'm having an issue, and I haven't been able to find an answer on it yet, so I thought I'd try asking here. When trying to flag surfaces to use shader hitmode instead of primitive hitmode, it doesn't seem to actually be, well, doing it, for the advanced spotlight and the advanced distant light. The ambient light works as expected.

    I know the surfaces are flagged correctly, because settings like "don't illuminate" work just fine- but when setting the distant or spotlight to "use shader hitmode", I'm still getting shadows from transmapped surfaces like primitive hitmode is on. Not sure if I'm missing something or not.

    ETA: If I set the light to use shader hitmode on -everything- it works as expected. I'm only having a problem with flagging surfaces.
    ETA 2: Didn't realize the surfaces receiving shadows needed to be flagged as well. Got this figured!

    Post edited by LuckBe on
  • kyoto kidkyoto kid Posts: 41,249
    edited December 1969

    ...was on another thread where the topic of Irradiance and GI came up and someone mentioned that it is something which isn't a feature of the AA light like it is with Poser lighting and UE..

    Is this something we might see in the future?

  • kyoto kidkyoto kid Posts: 41,249
    edited December 1969

    ...BTW been enjoying working with flagging lights and surfaces.

    Now I can finally create interior scenes with a backdrop that is visible through a window or other opening and only flag the backdrop to be illuminated by a Distant and Ambient light without it affecting lighting on the foreground elements of the scene.

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

    I'm having an issue, and I haven't been able to find an answer on it yet, so I thought I'd try asking here. When trying to flag surfaces to use shader hitmode instead of primitive hitmode, it doesn't seem to actually be, well, doing it, for the advanced spotlight and the advanced distant light. The ambient light works as expected.

    I know the surfaces are flagged correctly, because settings like "don't illuminate" work just fine- but when setting the distant or spotlight to "use shader hitmode", I'm still getting shadows from transmapped surfaces like primitive hitmode is on. Not sure if I'm missing something or not.

    ETA: If I set the light to use shader hitmode on -everything- it works as expected. I'm only having a problem with flagging surfaces.
    ETA 2: Didn't realize the surfaces receiving shadows needed to be flagged as well. Got this figured!

    Yes the surface receiving the shadow needs to be in shader hitmode rather than the object casting the shadow. Although it does not necessarily need to be both. For instance you could flag a face to be in shader hitmode and hair as primitive hitmode. That would give correct shadows on the face through the transmapped hair. However the hair casting shadows onto itself would not account for transmaps.

    I does seem a bit backwards at first but keep in mind that shadows are calculated from a surface toward the light. So think of it more like the surface itself is using shader or primitive hitmodes for calculating the shadows it receives.

    ...was on another thread where the topic of Irradiance and GI came up and someone mentioned that it is something which isn’t a feature of the AA light like it is with Poser lighting and UE..

    Is this something we might see in the future?

    Yes :) I have been actively working on some environmental and bounce lighting setups. Right now the indirect lighting part is faster than Uber but the environment/HDRI part is not so I want to work on it more.

  • kyoto kidkyoto kid Posts: 41,249
    edited December 1969

    ...HDRI/GI seem to be memory intensive no matter what lighting system is used because of all the calculations required.

  • KeryaKerya Posts: 10,943
    edited December 1969

    Different question:
    did somebody get AprilYSH hair to look nice with Advanced Ambient lights?

    Other hairs look really nice, but April's are looking like plastic.
    I tried her options with hiShine, midShine and loShine - the loShine being the best of them, but they are still not looking good.

  • MattymanxMattymanx Posts: 6,955
    edited December 1969

    Kerya said:
    Different question:
    did somebody get AprilYSH hair to look nice with Advanced Ambient lights?

    Other hairs look really nice, but April's are looking like plastic.
    I tried her options with hiShine, midShine and loShine - the loShine being the best of them, but they are still not looking good.

    Post what your refering too cause I have several of her hairs and they render well for me with the AoA lights

  • KeryaKerya Posts: 10,943
    edited July 2014

    OK - By the Campfire: the hair of the winged lady is Xinxue hair - I got away with using the "dull" option and because the picture is dark. Else the back of the head looked like a helmet.

    By_the_Campfire.jpg
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    Post edited by Kerya on
  • JabbaJabba Posts: 1,460
    edited December 1969

    None of my advanced lights are casting shadows anymore but I'm not aware of any recent updates that would cause this, unless DIM is doing stuff on the fly that is screwing with my set-up.

  • JabbaJabba Posts: 1,460
    edited December 1969

    Jabba101 said:
    None of my advanced lights are casting shadows anymore but I'm not aware of any recent updates that would cause this, unless DIM is doing stuff on the fly that is screwing with my set-up.

    False alarm... just noticed that the raytrace depth in my render settings had been nudged down to zero (can't remember doing it) - I gave it a value again and everything back to normal.

    "move along, nothing to see here" *cough cough* :red:

  • SpitSpit Posts: 2,342
    edited December 1969

    :)

    As if nobody else would ever conceivably do such a thing.

    I've actually been bitten by the render settings change myself. One can change in Preferences/Scene whether to save the render settings when saving the scene (and whether to ignore them when loading a scene). I chose to save them and not ignore them but never got into the habit of checking them when I load up an older scene.

  • Cross22Cross22 Posts: 66
    edited December 1969

    Using the Advanced Distant Light I have been able to flag objects that have certain Diffuse or Ambient values.

    However, when switching it to Index of Refraction the surfaces do not get flagged as expected. For example I set a surface to IOR of 1.0% and then Illuminate only when IOR=1.0% and the surface would not get illuminated.

    Anything I am missing ?

  • Richard HaseltineRichard Haseltine Posts: 102,770
    edited December 1969

    IoR is a number, but the flagging value is a percentage - so IoR 1 is 100% as the flagging value in the light, or 1% as the flagging value in the light is IoR .01 on the surface.

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