Adding to Cart…

Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Just activate Show Hidden Properties
I have them both on mine and I'm nobody special, used DIM, and no metadata went in the CMS.
Just activate Show Hidden Properties
Thank you, thank you, thank you, that went clean out of my mind... I blame it on being Sunday morning - coffee now on the go, hehehe
Just activate Show Hidden Properties
Bingo
When did 'Show Hidden Properties' move to the menu? in 4.6? 'Show Hidden Sub Items' has taken its place now--whatever it is.
@Spit: re-import just the Advanced Ambient Light one manually And for ‘Show Hidden Properties’ move to the menu, hummm I'd say since DS v4 ;)
So far, so good. I thought it might be useful to also show the process i used rather than just post the final image...
in case too big for forum, here's links to on dA - the process http://fav.me/d6pepwy and final image http://fav.me/d6peqob
...cool. never thought of doing that. My one concern is if you have a character in the scene, do you render them with the fog camera or the volume camera layer?
Very nice Jabba, and thanks for the mini-tut. Where's the spotlight positioned? Is it inside the back room facing out of the door, or is it in the front room facing into the back room? I'm assuming it's in the backroom with the warm ambient, but hey, you never know.
Doh! I should have been a bit more clear about those screen shots. They were meant to address two different issues. The renderizer and Shadow type settings are meant to be hidden, Changing the renderizer probably wont cause any issues but setting the shadows (using that menu) will cause the light to just render black. I tried removing that setting but DS wouldn't let me hehe.
The screen shot showing just the light color and light intensity was to illustrate what it looks like if the paramater, definition and attribute files are not installed or are installed to an incorrect location as a few people have reported.
Sorry about that. I probably should have made those two different posts since the issues are unrelated.
And everyone please say thank you to Josh and Carl at DAZ for coming into work on their day off and getting the downloads to show up :)
Support folder on Mac:
/Applications/DAZ 3D/DAZStudio4 64-bit/scripts/support/AgeOfArmour/Light
Shader folder on Mac:
/Applications/DAZ 3D/DAZStudio4 64-bit/shaders/AgeOfArmour/Light
Note: The directory structure may vary, depending on where you installed DAZ Studio, e.g. I got the DAZ Studio application (and Carrara for that matter) in a "DAZ 3D" subfolder within "Applications".
Thanks Renpatsu,
I appreciate you posting that. Hopefully, because of the less broken up structure of the Mac folders, there will not be any install issues for Mac users.
That's a really cool image Jabba101.
You may have used it on your render already but I thought I would point out that a scene like yours is a prime candidate for using Primitive hitmode on the lights. I don't think there would be any difference at all in the final image but it would probably render significantly faster than shader hitmode... Something like 40 or 50% faster when using volumes.
...however then the character wouldn't also be lit by the ambient light. If you just render them with the single spotlight , wouldn't they look a bit "off" compared to the rest of the scene when the two render layers are composited together?
You'd render the character with both, as he said, so you'd have the character interacting with the rays. The ambient light would be in the render with the fog camera.
It would go something like this if I'm reading this right:
Render 1- 2x Ambient, spotlight, character, fog camera
Render 2- spot light, character, volume camera
I need to find something in my arsenal with a good open doorway/archway to test this on (I'm sick of messing with texture based windows).
Here's my.. err... attempt. I almost wanted to adjust tones to remove the whitewash, but I had to keep reminding myself that I purposefully rendered through a fog camera. >.<</p>
Thanks. :-)
They work similar to the uberenvironment2 but they are faster and have more options IMO.
I absolutely adore the mushrooms in your picture above. May I ask where you got them?
The mushrooms are new by Sveva over at the R place. There's stuff in there that only works in Poser I think and I forgot to play with the two little 'lights'. But onward anyway. Lovely shroom shapes. Lunchlady also put out a pose set for V4 that goes with it and contains poses for SQUEE!
[Hope I'm not in trouble now.]
Thanks!
Age of Armor, please give my thanks to the person who fixed the download!
Did it install correctly if I see this?
This is Lights tab/All (minus usual stuff like translations, render priority and such). The list ends up with "flag surface shader with" and "if surface is flagged" parameters.
Yep, that should be installed correctly :)
There have just been a few people who were using the DIM installer and, for some reason it wasn't placing all the files in the right place.
I was installing manually and I placed those four files into respective folders of my main DS 4.6 place, which is C:\DS45 folder, not into something\something\roaming\something. Is there a way to check if they _work_ correctly? Or if those parameters show than it is working correctly already?
It renders (and well), that is for sure, in default state.
Yeah. If you see more than just 2 parameters and the light appears to render (and has occlusion) then everything should be fine.
Yay! :)
This was posted a while back but I wanted to say I really liked your image and point out something about brightness.
There are several ways to get the AO darker or have more contrast:
One is to increase the AO max distance. this will cause things further away to have more influence on the shadowing. By default, the light sees stuff that is 250cm away and says "Eh... That wall 3 meters away is too far off for a soft shadow to have much of an effect." That saves on calculation and works pretty well in most cases but isn't always the best when the scene has a lot of big objects or buildings which should definitely cast shadows on things farther than 250cm away. You can increase the Max AO distance or set it to 0 to override the distance cutoff (Slower).
Increasing the AO strength is a fast way to get AO with more contrast. You can also try changing the AO distribution mode though the default, Cosine, is usually more contrasty than uniform.
Lowering the cone angle creates sharper AO shadows. Lowering it can help make the darkness differences between corners and convex areas more abrupt. anything below about 65 starts looking more obviously computer generated to me but it might not in every situation.
By using a mixture of all these settings you can get some different effects and there are no rules. Just set the light to low samples so it renders fast and try adjusting these settings an see if any of them get you closer to the look you wanted.
Oh one rule maybe hehe. The cone angle and AO max distance settings don't always play well with each other if two ambient lights have those parameters set differently on each light and their illumination is overlapping. Most of the time it is not a big deal but sometimes there might be some noticeable weirdness in the render.
I hope that helps... Not that your render needed it. I thought it looked great.
This was posted a while back but I wanted to say I really liked your image and point out something about brightness.
There are several ways to get the AO darker or have more contrast:
One is to increase the AO max distance. this will cause things further away to have more influence on the shadowing. By default, the light sees stuff that is 250cm away and says "Eh... That wall 3 meters away is too far off for a soft shadow to have much of an effect." That saves on calculation and works pretty well in most cases but isn't always the best when the scene has a lot of big objects or buildings which should definitely cast shadows on things farther than 250cm away. You can increase the Max AO distance or set it to 0 to override the distance cutoff (Slower).
Increasing the AO strength is a fast way to get AO with more contrast. You can also try changing the AO distribution mode though the default, Cosine, is usually more contrasty than uniform.
Lowering the cone angle creates sharper AO shadows. Lowering it can help make the darkness differences between corners and convex areas more abrupt. anything below about 65 starts looking more obviously computer generated to me but it might not in every situation.
By using a mixture of all these settings you can get some different effects and there are no rules. Just set the light to low samples so it renders fast and try adjusting these settings an see if any of them get you closer to the look you wanted.
Oh one rule maybe hehe. The cone angle and AO max distance settings don't always play well with each other if two ambient lights have those parameters set differently on each light and their illumination is overlapping. Most of the time it is not a big deal but sometimes there might be some noticeable weirdness in the render.
I hope that helps... Not that your render needed it. I thought it looked great.
Wow! Thank you so much for the tips! Max Distance I've been going the wrong way...eek. Never thought about Strength, and Cone Angle is new to me. This is a huge help.
Hey, yep, I manually copied things into the appdata folder and quit messing with the hidden properties and falloff is now working for me just fine. Thanks so much for your help! I know what a PITA it can be supporting a technical product that everyone and their Mom has just bought. ;)
I used the DIM installer and those files are installed in C:\Program Files\DAZ 3D\DAZStudio4\scripts\support\AgeOfArmour\Light and C:\Program Files\DAZ 3D\DAZStudio4\shaders\AgeOfArmour\Light. They're also installed in C:\Program Files (x86)\...
The light seems to work fine but it doesn't show up in Smart Content. Found it in content library and just added it to my scripts menu to load it.
Could I move those files to the UserName directories you specified and just have 1 copy of them for both 32 & 64 bit installs? Not that they're overly big or anything but it would be neater and more in compliance with Windows standards :).
ETA: Re-imported MetaData and it's showing in Smart Content. Still, it's easier to just click the link on my scripts menu now :).
BIG THANK YOU to Josh & Carl for straightening out the manual download issue. :-)
You can change the fog colour, but I rarely change it so that I know what I'm getting when I use it.