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Tutorial Uber Area Lighting: The Basics
Posted: 15 July 2013 01:01 AM   [ Ignore ]   [ # 196 ]
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Is there a way to check these defaults? There is an angle set in the surfaces pane for the bridge, but I have zero idea what it’s for as changing it does nothing.

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Posted: 15 July 2013 02:41 AM   [ Ignore ]   [ # 197 ]
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Not that I know of, sorry.

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Posted: 15 July 2013 07:02 AM   [ Ignore ]   [ # 198 ]
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I understand what you are saying Jaderail but in my eyes they should all emit light the same as they are all clones of each other. Your assumptions might have been correct if the results were the same for the Spheres and I have had a look at the mesh, even Sub-D it, took the maps out and not matter what I tried the inconsistencies are still plain to see. I would have agreed with you if turning the props 180% produced the same uneveness but it doesn’t.

I can check to make sure all the normals are pointing out but to be honest i don’t think that is the case with the way i test things. :- )

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Posted: 15 July 2013 08:12 AM   [ Ignore ]   [ # 199 ]
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fixmypcmike - 14 July 2013 06:41 PM

Check the file extensions—I believe some of the Uber presets were recently updated to .duf, so depending how you installed them the older versions may not have been removed.

Yeah there are all in Duf format. Doh! never thought to look to be honest.

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Posted: 21 August 2013 10:20 AM   [ Ignore ]   [ # 200 ]
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Just seen this thread and was intrigued, I’m not new to daz studio but never tried to use uber area lighting before now but I can’t figure out how to implement it. Nothing I’ve read so far has helped, just deepened my confusion.

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Posted: 21 August 2013 10:31 AM   [ Ignore ]   [ # 201 ]
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Can you expand on what you find confusing and what aspect you are stuggling with. Only then I can try to help. Your the first that has complained that they cannot follow the instructions…so far. smile

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Posted: 21 August 2013 11:15 AM   [ Ignore ]   [ # 202 ]
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Hello Szark,
Thanks for the quick reply.
How do you apply it to an object and get it to emit light? Tried to follow the original post by putting a sphere inside a cube and applying the uber base but my sphere did not emit any light. Do I need to apply the uber sphere as well?>:(
I am using the latest version of studio

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Posted: 21 August 2013 11:27 AM   [ Ignore ]   [ # 203 ]
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No it should work but if you using a sphere then just load a Uber Sphere and it will owrk the same, however learning to load it yourself will be better for you.

So from the top
Step 1 load a sphere
Step 2 Select the Sphere and the sphere’s surface in the Surfaces pane.
Step 3 apply uber base
Step 4 set up the base in the surfaces pane.

Leave the Fall Off settings to make sure there is light, then you can fiddle with those as you want after that.

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Posted: 21 August 2013 11:38 AM   [ Ignore ]   [ # 204 ]
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Just about to have something to eat, so will give it another go shortly. Sooner or later I will get it, probably need to do something else for a while and clear my head. Anyway thanks again.

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Posted: 21 August 2013 12:12 PM   [ Ignore ]   [ # 205 ]
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It was working all along (early onset I think), shaders, lights. Render to see the effect. Obviously a lot of spot rendering to get what you want, work, and I thought I was retired!

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Posted: 29 August 2013 05:38 AM   [ Ignore ]   [ # 206 ]
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LOL well at least it was working. Yeah this hobby is not for the faint hearted and many give up on the first hurdle.

Sorry for the late reply. I haven’t been getting notifications for some time….can’t wait for them to change forum software again.

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Posted: 30 October 2013 03:35 PM   [ Ignore ]   [ # 207 ]
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Say, if the object is a cube and I add Uberlight base to it, will the ray spread around like the cube surface and goes all around the room ?

Because sometimes when I set uberlight base to some more rounded object it didn’t spread out well, sometimes the object next to it or behind it, didn’t get the light

Nice tutorial btw, thank you

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Posted: 31 October 2013 12:51 AM   [ Ignore ]   [ # 208 ]
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Area lights will emit light in the direction of the mesh’s normal so for example loading a DS cube the light should emit outward in all directions becasue the default cube has the normasl facing outward so it should work. I am about to head out but I will test this out when I get back.

What rounded objects did you try it on and did you increase the light intensity?

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Posted: 31 October 2013 02:35 AM   [ Ignore ]   [ # 209 ]
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I’m trying to emit the cube like object with downward U shape, umh like elevator rim, but the elevator door didn’t get light, the elevator rim itself is over bright already. I set it on 1000 intensity and 1000 fall off ‘end’

The area facing the elevator rim get the light, but not with the side of the rim. Oh and I was trying to render a dark area which only the rim emit the light. Wait a minute, I’ll try to post the pic here.

The light bar on the ceiling is like what i want to achieve, and I tried to set the emmision setting to be the same, since they roughly the same size. Oh, I’ve change the intensity to 700%, ambient 100%, shadow 90%, and fall off end at 200, since 1000 will light up the whole hallway.

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Posted: 31 October 2013 02:47 AM   [ Ignore ]   [ # 210 ]
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Yeah a screenshot of what you are trying to do will help me understand thanks.

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