New DAZ has turned off the light s in the FG Bluson Library Product
jdavison67
Posts: 650
in The Commons
It seems one of the many improvements in the latest version of DAZ is to turn off the ights.
I loaded some scenes I had done previously only to find the chandeliers no longer emit light.
Not sure why... but it makes everything much harder to see.
JD
Comments
It is always helpful to post a link to the product you are referring to so people can try to help. :)
FG Bluson Library
Sounds like it is using the old version of ghost lights, that don't work after NVidia upgraded Iray.
UPDATED, see later post.
I've made it work this way:
Load the Ready Scene.
Under Surfaces, expand all the FG Chandelier nodes, press Shift and select all their Lightpanel nodes so you can edit them all at once. Then change Cutout Opacity to 1. If you want to increase/decrease the light, you can adjust their Luminance value (I haven't done that in the attached renders, the default value looks OK to me).
Then select all their LampShade nodes instead, and change Cutout Opacity to 0.04.
That's it.
I think though that the HDRI he has used for the outside environment is shining through the windows and changing the light, or maybe he has used an Iray Section Plane, or maybe some other light, for rendering it as it is it looks different when comparing with the main promo. The light of the lamps also seem to have been reduced proportionally, at least the lamps' bottom lights look much stronger in my renders. See render 2 for comparison.
Well, going through the shaders there are actually several other items with emissive lights as well, e.g. FG Book Light, FG Ceiling and FG Second Floor. By adjusting these it now looks pretty close to the promos.
The Chandelier ligths also need to be handled a different way it seems.
I've updated the instructions to what I believe is the right way to do it:
Load the Ready Scene.
Under Surfaces, expand all the FG Chandelier nodes, press Shift and select all their Lightpanel nodes so you can edit them all at once. Change Luminance Units to cd/cm^2 (to avoid too large numbers which DS don't seem to like) and Luminance to 100000000.
Then expand the FG Ceiling node and select Light_032Panel, change Luminance Units to cd/cm^2 and Luminance to 20000000 (note that the Light node is the bulb which is not emissive).
Then expand the FG Second Floor node and select LightPanel change Luminance Units to cd/cm^2 and Luminance to 800000000 (note that the Light node is not emissive).
FG Book Lights and FG Fancy Lampshade (table lamps) are not ghost lights so no need to change these but you can of course adjust their Luminance and Emission Temperature as with all the other ligths, if you like. The FG Fancy Lampshade lamps have two emissives btw, Lampshade_Bulb and Lampshade_Cover_Green.
I'm not sure how to achieve the "lightball" effect for the Chandelier top lights seen on the promos, setting Cutout Opacity for the LampShade to 0.04 seemed to have a somewhat similar effect (see renders in my first post), but I found that that can have some unwanted side effects.
Thanks!
I was not aware that ghost lights were used here, nor that Nvidia changed how they work. I bet this has caused issues in many of my old scenes.
I guess I'll have to dig into my stuff and see where I need to fix these issues.
JD