No internal lights

HarbadixHarbadix Posts: 126
edited March 2022 in Daz Studio Discussion

A strange thing has happended with my Daz Studio in that lighting inside a room, building etc has stopped working. As an examlpe I was working with Rogueys bedroom and have rendered several scenes successfully with no problems in preview mode or fully rendered. Now I have gone back to the saved scenes to to work some more and I find that in both preview mode and in full rendered there seems to be no lighting, only small points of light from light emitting objects such as candel flames etc but no environmental lighting. I started a new scene and loaded a new scene from the library and am getting the same thing, no environment light. Seems to be for same for other internal scenes. Preview mode of figures not in an enclosed room/scene works fine.

I dont know if it has anything to with it but the last time I worked with these scenes was before the last Studio Update, maybe some settings have been screwed?

Any ideas?

Post edited by Harbadix on

Comments

  • HarbadixHarbadix Posts: 126
    edited March 2022

    here is a screen print of the preview pane. This is using everything straight out of the package, lighting and cameras as supplied withthe product

    Untitled.png
    741 x 490 - 246K
    Post edited by Harbadix on
  • Richard HaseltineRichard Haseltine Posts: 100,831

    This is probably the change in the way Iray handles emissive objects with less tha 100% opacity. It now multiplies the luminosity by the opacity, greatly reducing the intensity of ghost lights and the like. If that is one of the RoG sets there is a fix here (and in most of his other product threads) https://www.daz3d.com/forums/discussion/465396/released-rog-fantasy-home-entrance-furniture-set-products-commercial/p1

  • HarbadixHarbadix Posts: 126

    Hmmm OK that kinda half fixed the issue. The scene isnt black anymore and is illuminated but the lighting is not the same as my original scene and as I was doing a sereis of scenes I need them all to match. I guess I'll have to wait for a Daz fix. Thnaks for the pointer to the tempary fix though

  • Richard HaseltineRichard Haseltine Posts: 100,831

    The trouble is that it isn't broken now - it was broken before (if a surface is almost transparent it should not emit light; it didn't if it was fully transparent anyway) so nVidia regards this as a fix. That said, as far as I know the issue affected all versions of iray so anyone with legacy saves is potentially affected and we may hope that nVidia will be persuaded to enable a toggle for the old behaviour - but it is far from certain.

  • HarbadixHarbadix Posts: 126

    I ran the script on a new scene of the room using the fix you liked to and that works fine, the scenes lighting is good. The issue I have with my particular scene is

    I added more candles to wich I gave aa different colour light and alos I used invisible light emiiting planes (actually .ooo1 trans) to get the right amount of light I needed but with those elements the script fix doesnt work. The candel work but they give off way too much of the coloured light and the light emitting invisible planes dont work ( am guessing due to your explanation above)

     

  • Richard HaseltineRichard Haseltine Posts: 100,831

    The problem with the candle flames is that the opacity varies, so you need to adjust the luminosity up less than you would for a regular ghost light - otherwise the flame areas will, as you have found, give off far too much light. The script doesn't have a way to calculate this, so you would probably need to do some tests to work out the basic adjustment needed for the candle.

  • HarbadixHarbadix Posts: 126

    Hi again Richard, can you point me in the direction of an up to date iray lighting tutotial for lighing rooms/closed spaces that have no external light source? I've been trying to light a room with light emitting surfaces but its still way too dark. I would normaly place a transparent light emitting plane in the cieling of such a space to get a light level combined with light emmitting candels (for example). So now with this 'fix' taking away that option I need to learn how to illuminate closed spaces

  • Richard HaseltineRichard Haseltine Posts: 100,831

    Have you adjusted Tone Mapping from the default values (which are for a bright day outdoors)?

  • HarbadixHarbadix Posts: 126

    I read somewhere about turning up the Film ISO in tone mapping but thats all I've done

  • PerttiAPerttiA Posts: 10,024

    Harbadix said:

    I read somewhere about turning up the Film ISO in tone mapping but thats all I've done

    Set the "cm^2 Factor" to 10 

  • prixatprixat Posts: 1,588

    This video is quite good at explaining emissive room lighting:

  • prixatprixat Posts: 1,588

    You may be able to get your old "ghost lights" to work by adding the 'Iray Matte Shader' to them, you'll find it in the Scripts dropdown menu.

  • HarbadixHarbadix Posts: 126

    thanks prixat I will have a look at that over the weekend

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