PureLight Cyberpunk expectations

vonHobovonHobo Posts: 1,706
edited August 2021 in The Commons

https://www.daz3d.com/purelight-cyberpunk

Oh yes. Even the best attempt to figure out a product before purchase is my downfall.

I was kind of expecting this product to have attachable light strips on the figures (wearables) from looking at the promo images, but seems as though it's just a light that shines onto the figure. You can see where I circled with red the parts of the figure I was thinking were these wearable lights.

Still very useful, but kind of dissapointed.

Unless I am missing something?

Well, anyway, is there a product that can actually produce this sort of effect "on" the figure, rather than just a spotlight that can change colors?

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Post edited by vonHobo on

Comments

  • making parts of clothing emissive would be the way i'd do it. depending on the item and number/type of surfaces, some work with the geometry editor may be necessary.

  • vonHobovonHobo Posts: 1,706

    zombietaggerung said:

    making parts of clothing emissive would be the way i'd do it. depending on the item and number/type of surfaces, some work with the geometry editor may be necessary.

    Thanks. I have a couple emmissive lighting shaders to I will try applying them to clothes.

     

  • AnEye4ArtAnEye4Art Posts: 769

    In the details of the product it says: "There's also a collection of Matte Fog presets that add a touch of atmosphere to your scene without dramatically reducing render times." Shouldnt it be: "There's also a collection of Matte Fog presets that add a touch of atmosphere to your scene without dramatically increasing render times." instead?

  • SeraSera Posts: 1,675

    Yeah, after just reading the what's included, I thought the light strips might be emissive strips that go on clothes because they are wearable. I thought the modifiers were to help place them on clothes. But hearing from OP and knowing that this vendor specializes in lights and ghost lights and effects, the fact that they are just lights (presumably ghost lights) makes some sense. The one promo about the light strips gives a clue, but the way it's not thoroughly described can be a bit misleading. 

  • kyoto kidkyoto kid Posts: 41,237
    edited August 2021

    ...emissive sources increase render time.

    Having been involved in Cyberpunk role play games, the last thing you want to do is draw attention to yourself. 

    Post edited by kyoto kid on
  • IppotamusIppotamus Posts: 1,580

    It looks like there are some bendable/wearable light strips that you can attach to the clothes/figures/props.

    I'm assuming its something you have to adjust though.  Not applied like one click clothing.

  • jestmartjestmart Posts: 4,449

    There is nothing missing leading about the promo you're just not understanding it.  The product includes Emmissive Shader presets that can be applied to any surface, for example a "Trim" surface on a piece of clothing.

  • vonHobovonHobo Posts: 1,706

    jestmart said:

    There is nothing missing leading about the promo you're just not understanding it.  The product includes Emmissive Shader presets that can be applied to any surface, for example a "Trim" surface on a piece of clothing.

    I tried that but it did not work for me. It changed the surface color slightly, as in a tint, but there was no glow. Do you have to turn up a setting to get it to glow?

    I have this product called "Real Lights for DAZ Studio Iray" that actually changed the surface to glow, just by applying the shader to the clothing surface.

    So I am not understanding how the Emmissive Shader presets work on the PureLights product. Can you show an example of what you did, so I can replicate?

  • MoogooMoogoo Posts: 136

    I just tried the shaders after you apply to the selected surface change the luminance in the surface panel or by using the provided strength buttons in the product package (labelled KAPLCB light strength), when you first apply the shader it keeps the same luminace of the original surface so just change that.

  • vonHobovonHobo Posts: 1,706

    Moogoo said:

    I just tried the shaders after you apply to the selected surface change the luminance in the surface panel or by using the provided strength buttons in the product package (labelled KAPLCB light strength), when you first apply the shader it keeps the same luminace of the original surface so just change that.

    Thank you!

    I used the KAPLCB Light Strength buttons, but they didn't really do much. But I will look for the luminance parameter in the Surface pane as you suggested then next time I try the product.

     

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