Advanced Ambient, Spot & Distant Lights [Commercial]

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Comments

  • JOdelJOdel Posts: 6,288
    edited December 1969

    Strixowl said:
    BIG THANK YOU to Josh & Carl for straightening out the manual download issue. :-)

    Hear, hear. I won't be asking for my money back now.

  • RogerbeeRogerbee Posts: 4,460
    edited October 2013

    sioc said:
    Perhaps brokered artists have different versions of DS to us mere mortals.

    Just activate Show Hidden Properties

    Ah ha! That got it, thanks for that!

    CHEERS!

    Post edited by Rogerbee on
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    Jabba101 said:
    Vaskania said:
    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. >.<</div>
    Nice and subtle, like a welcoming fireplace glowing in the other room - or some evil arsonist has just put a match to the place :ohh:

    You can change the fog colour, but I rarely change it so that I know what I'm getting when I use it.


    Thanks. I initially tried it with a doorway on Cista Sanctus, but I didn't like how it was coming out because of the stairway. I had a hard time getting a yellow beam to wash over the stairs.
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Boy, I'm really going to have to start buying up some scenes before I really get going with all this. I've got a couple of Stonemason's street sets, but that's about it. In order to place lights, you really do have to have somewhere to put them, LOL!

    In the meantime, I'll be studying this thread and taking plenty of notes. I really want to get into something new and be able to learn it alongside everyone else and not be playing catch up.

    CHEERS!

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    Now's a good time to do it if you're a pc member. There are so far a few really good packs with lots of architecture stuff to light up. Between the bundles being set up during this sale, and the previous Monster Packs, I have more foreground/interior buildings than I do larger, background type sets/props.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    I hear you on that, but, sadly, I'm really not in a position to be able to afford monthly subscription fees. One day I hope to be, right now I just make the best of what's out there and take up any other offers that come up. Thankfully a lot of Stone's stuff is available in bundle form so I can make savings here and there.

    CHEERS!

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    Take a look at McGyver and Dryjack on ShareCG. McGyver has a lot of nice large scale models with good nooks and crannies that can be imported into DS, and Dryjack makes a lot of Daz-ready content.

    http://www.sharecg.com/pf/full_uploads.php?pf_user_name=mcgyver
    http://www.sharecg.com/pf/full_uploads.php?pf_user_name=janglingjack

    I've also collected these in my travels:
    http://www.joes3dfantasyworlds.com/down/downpreview.htm
    http://rodluc2001.blogspot.com/2011/10/welcome-again.html (this one gets confusing, some require twitter/email subs, but most don't)

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Thanks for those,

    I keep forgetting ShareCG, I left that behind a little when I left Poser behind.

    CHEERS!

  • JabbaJabba Posts: 1,460
    edited December 1969

    I just had a rather nice "OMG!" moment...
    One advanced ambient light with Hitmode set to Primitive, and one spotlight - scene rendered with volume camera in just 8mins 45secs

    volume_and_Primitive_Hitmode_8mins_45secs.jpg
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  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    That's what I'm talking about, I really want to get Stonemason's Ministry and do just that kind of effect.

    Nicely done!

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited October 2013

    Jabba101 said:
    I just had a rather nice "OMG!" moment...
    One advanced ambient light with Hitmode set to Primitive, and one spotlight - scene rendered with volume camera in just 8mins 45secs

    I have got to start using those cameras more. I bought them and then just let them go by the wayside. Nice render.

    It just gave me an idea, too. Here's hoping a Poser set I just bought can be brought into DS also.

    Post edited by Lissa_xyz on
  • siocsioc Posts: 299
    edited October 2013

    Jabba101 - 06 October 2013 02:38 PM

    I just had a rather nice “OMG!” moment…
    One advanced ambient light with Hitmode set to Primitive, and one spotlight - scene rendered with volume camera in just 8mins 45secs

    what volume camera is that ?

    Post edited by sioc on
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited October 2013

    2x Adv Ambients on Primitive mode (Squee surface set to 99% and 1 of the ambients is locked to him only), 3 colored spots, Jabba's fog/volume method. The original was rendered out at 2000x1750 with DoF on the cameras, and holy crap was it fast. This one's resized down to 1000x875.

    I think I may need another small spot to help with the foreground grass. Actually, I'll throw the grass to 99% diffuse and let Squee's ambient hit it too.

    The beads took some tweaking as DS doesn't have Poser's ability to cast light by upping the ambient, but I got them to glow with a diffuse of 0 and ambient of 100 set to the same color.

    /edit
    Added version w/ brighter ground. Now the shrooms don't look like they're coming out of nowhere. lol

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    Post edited by Lissa_xyz on
  • JabbaJabba Posts: 1,460
    edited December 1969

    sioc said:
    Jabba101 - 06 October 2013 02:38 PM

    I just had a rather nice “OMG!” moment…
    One advanced ambient light with Hitmode set to Primitive, and one spotlight - scene rendered with volume camera in just 8mins 45secs

    what volume camera is that ?http://www.daz3d.com/atmospheric-effects-cameras-for-daz-studio

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

    Those are really neat Vaskania. I'm glad to hear that people are getting fast results with volumes. There are also a couple things in the works to make atmosphere faster and more controllable.

    Sisca said:
    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 :).

    You should be able to use just the ones in the AppData folder. That's the only place I have them. I think Quality Assurance probably added them to program files just to be sure since that and AppData are the only 2 places DS can read them from. I wanted them in the DS Data folder to keep all the code in one place but DS didn't like it.

  • SpitSpit Posts: 2,342
    edited October 2013

    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 just want to clarify that I used DIM and I installed the light with DIM and all the files went into their proper places (shader and script to go into the Program folder went there and not into the users appdata folder). I saw the hidden parameters because I forgot I had set to show them ages ago and never changed it back and the switch is now in the Parameters menu instead of the bottom of the pane and I never noticed.

    Edited to add: I didn't see the message just before this one. They will work from the AppData folder but the reason they aren't placed there is because they should not be fiddled with by the user. All my real shaders have their support code in the Program folder. So I think there's been some confusion and DIM is getting a bum rap.

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

    Oh yes, absolutely. They seem to be working in the majority of cases with the DIM. It is just not working for a few so I figured moving them to the AppData folder would solve the issue. I'm guessing it is just that some people my not have DIM set to Admin privileges or something.

  • SpitSpit Posts: 2,342
    edited December 1969

    Vaskania said:
    2x Adv Ambients on Primitive mode (Squee surface set to 99% and 1 of the ambients is locked to him only), 3 colored spots, Jabba's fog/volume method. The original was rendered out at 2000x1750 with DoF on the cameras, and holy crap was it fast. This one's resized down to 1000x875.

    I think I may need another small spot to help with the foreground grass. Actually, I'll throw the grass to 99% diffuse and let Squee's ambient hit it too.

    The beads took some tweaking as DS doesn't have Poser's ability to cast light by upping the ambient, but I got them to glow with a diffuse of 0 and ambient of 100 set to the same color.

    /edit
    Added version w/ brighter ground. Now the shrooms don't look like they're coming out of nowhere. lol

    Wow. I really like this (the one just before I could barely see). You even have the little sparkles showing.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    Thanks AoA and Spit. :)

    Yea, lucky for me most of the beads and sparkle things were on their own mat zones, so getting them to 'glow' was pretty easy.

  • RiffulRifful Posts: 0
    edited December 1969

    Jabba101 said:
    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

    Wow. Really awesome work with the lighting. Thanks for showing us that.

  • JabbaJabba Posts: 1,460
    edited December 1969

    No worries, here's one that turned out 75% the way I was imagining it - tried to cram too many requirements into a single render... I used half a dozen ambient lights with quite strong fall-offs (3 spotlights also used for lightbeam volume). Motion blur on Shuttlestar was rendered as part of scene. Postwork included contrast adjust and to add my tag.

    Pea_Souper.jpg
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  • CybersoxCybersox Posts: 9,085
    edited October 2013

    The first test I did used PwSurface and it took forever to render, so I knocked this out with shaders on just about everything just to see if anything besides PwS had hiccups (and, so far, that's the only one.) Nothing special, but it came out pretty well for two spots, a distant light on specular only and one ambient light. I do like the way these work with reflections much more than uberenvironment, though I can't say exactly why...

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    Post edited by Cybersox on
  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Still trying to wrap my head around all of the options, but no doubt I'll improve as I play around with it more. Here's something I rendered mostly as a test using only one standard DS directional light and the advanced ambient light. So far results are very promising, so I'll probably be using this for a good number of future renders so as to practice the finer points of the AAL.

    I was intrigued to learn that you created this originally for your own personal use though. I'm curious how many revisions it must have taken to get to its current form.

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  • siocsioc Posts: 299
    edited December 1969

    @Cybersox13: what character did you used in your render ?

  • CybersoxCybersox Posts: 9,085
    edited December 1969

    sioc said:
    @Cybersox13: what character did you used in your render ?
    She’s a stock Genesis character I dialed up a while back and saved as a preset. Looking at the specs, her skin is P3Design’s PD Suzanne, her body’s mainly a mix of YTJulie, Stephanie 5 Model, Aiko 5 and Stalker Girl and her face is primarily A5, the “girl 1” face that comes with YTJulie and Keira. That said, I used Zev’s Shape Shift, Genesis Evolution and DieTrying’s morphs to re-proportion her and a few dozen other morph sets as well…
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    You guys are getting some unbelievable results and some with the lights straight out of the box. This could well be THE go to light set for anyone who wants impressive renders.

    Well done!

    CHEERS!

  • scorpioscorpio Posts: 8,481
    edited December 1969

    I've played around with this light for a while and really love the results.
    First complete render.
    ! point light and 1 ambient light

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  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    As I was saying...

    Wow!

    CHEERS!

  • Jay_NOLAJay_NOLA Posts: 1,145
    edited December 1969

    Is a manual DIM download link supposed to have been added to the Manual Downloads?

    I'm only seeing that an exe for PC and a separate Mac installer got added.

  • Sal UKSal UK Posts: 432
    edited December 1969

    I have bought many lights over the years here at Daz, 3D but they either take for ever and a day to render or they just don't light things up in the way I want them too, this has me going back to my old personal 3 light setup even over reality 2 I still went back to a 3 light setup. But at first use of "Advanced Ambient Light " I am very happy after my first test render, just using the main light and changing a couple of settings to up the quality looks like I am going to forget my 3 light setup and hopefully never go back..lol

    Though hoping someone makes a youtube video showing how to get the most out of the light system will be a great help, I am not a very good reader and the docs seem complicated to me <--- i'm getting old probably easier for you youngsters to understand.</p>

    Looking forward to learning more for this product... :)

    Steve.

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