Lighting Uban Sprawl?

DekeDeke Posts: 1,631
edited December 1969 in New Users

First off all hail Stonemason for this terrific model!

So many details. I'm trying to light a night scene. I've found I can select a building, go to surfaces where its various components are listed, and then pump up some ambient light - change color from black and pump up the "strength." This brightens windows and so forth.

Is there a way to do the same for streetlights and car headlights? Is there a magic way to create actual light beams? Or is this a matter of adding a spotlight and parenting it to the light source? Thanks.

Comments

  • Dream CutterDream Cutter Posts: 1,223
    edited January 2014

    If you like the night lighting effects I applied to URBAN SPRAWL 2 here in the Drama, Action, Zone renders - you can download the scene file in the gallery here.

    drama-action-zone.jpg
    730 x 681 - 215K
    Post edited by Dream Cutter on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    If you are using Daz Studio...

    For the beams, you'll need an atmospheric/volume shader or cameras

    Something like:
    http://www.daz3d.com/atmospheric-effects-cameras-for-daz-studio

    and the lighting effects, over all would be easier with something like this:
    http://www.daz3d.com/advanced-daz-studio-light-bundle

    Of course you can try and roll your own versions of volume shaders with Shader Mixer

  • JaderailJaderail Posts: 0
    edited December 1969

    The God Ray lighting sets that came out not that long ago are fantastic for Street lamps and Car head lights. But be warned you need the Power to render (RAM) if you have many of those in a single render.

  • DekeDeke Posts: 1,631
    edited December 1969

    Thanks. Can anyone explain how these fog or atmospheric effects work? Is it a trick in the camera, or is the whole scene really fogged?

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Well...all the lighting/cameras are really just 'tricks' anyway.

    But no, it's not a 'trick'...basically it is a piece of code that tells the renderer that it needs to make the light calculations as if there were fog/dust/etc in the scene, instead of the assumed 'clear air'. You cannot see this effect in the viewport, only in the render...because they use two different means of displaying the info.

    The big difference between using a volume shader that affects a piece of geometry added to the scene (UberVolume...included in DS) or on a camera, is ease of set up, speed and with the camera shader, you don't have to keep the camera out of the defined volume...so more options with setting up shots.

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