I’ve not read anything about these tutorials but I will try to offer some general opinions.
Lighting is the single most important aspect of CG to my mind, I never tire of its study. There is no one particular way to light a scene. 3 Point, 4 Point and even 7 point light set ups are not strict but are merely conventions. All situations are unique, there is no one solution. In fact once you really get your legs warm you wont think in these ways at all, at least not consciously.
that said, once one gets the basics they should try to break way from specific formulas as they are all fraught with shortcomings of one sort or another. Look at nature, watch the way light enters the window and bounces off the floor and walls….that is the true nature of lighting….let real life be your tutorial!
There is more to CG than portraits of Victoria, a fact I feel Daz 3d often forgets. The training you are getting seems like it is aimed at those “portrait studio” type of renders, which while great only represent a small set of circumstances for which we artists should learn how to illuminate.
Most likely the 7 point light set up assumes there is a single target object at the center of the world and all of the lighting is rigged and aimed to improve the look of the single target model. For the theory to work the target model must be at the center of the scene, and the camera must have a specific and unchanging perspective. There are very limited situations and very rarely in life will we be imaging a single object in a void of a room. Life is usually more complicated than that. Real life doesnt stop to ensure all 7 lights are set up, real life just does its thing without apology. Light starts in one place and bounces around the environment. That for me is what really matters. Not everything has to look pretty, things should look gritty from time to time as well.
I would assume that all you need to do is to place the two models close to one another near the center of the scene so that your light set-up can illuminate them both. Problem solved.
But now we get to why you need to release yourself from any tight adherence to formulas like those in the tutorial. What does one do if they need to light a scene that is more complex and not based around a single target model. How do the 7 points work in such a scenario?
The answer is that they dont. Period. They just dont. Dont focus on the “results” before you’ve gotten clear on the “process.” Formulas tend to give people the idea of results but they often skip the step of explaining the processes behind it.
The tutorials are better suited to giving people ideas about how to use lights in general, the strengths and weaknesses of different types of lights, how to consider issues such as shadows and highlights and fills and the like. All great stuff. The Dreamlight Tutorials look like a wise investment as a learning tool. Just dont get stuck in one way of thinking.
Here is what I suggest.
1. First you must ask yourself about the environment the final shot will be made in. Is it indoor, or outdoor? If indoor, are there windows or lamps or other light sources acting on items within the room? If so, start with representing those lights first. You could use interior lamps to “represent” the concepts of the fill and other concepts introduced in the tutorials. If it is outdoor, what is the weather like and the time of day? Once you know that stuff, you are now ready to begin making a scene. Notice my first consideration is the environment, not the target model.
2. Once you know generally where the scene will occur, then you have to decide how and where you want to place your object of emphasis. In many renders, there is no single point of interest (such as a landscape image) yet the idea is to make everything look amazing. Again point lighting schemes dont handle complex situations well, only portrait type renders. So for a landscape or a scene with multiple characters all over the place, you need a more “global” approach to your lighting.
3. Once you have a general idea of where the scene will be shot and what and where the target object will be and located now you can begin.
4. Your tutorial talks about the concept Key lights. Sunlight is the only Key light you need for outdoor renders in the daytime.
5. Your tutorial also talks about Fill Light. For an outdoor scene this fill light comes from the Sky Dome, it comes in from all sides and is blue tinted. Some call this ambient light, which is a bit unfair but forgivable.
6. In real life sunlight gets scattered not just by the atmosphere, but by local geometric objects as well which is why the environment is the first consideration. A brightly lit white sidewalk will ‘bounce” a considerable amount of light onto the underside of your target model, On V5 she’d have a lot of light under her chin and under her breasts for example….dont think the point light schemes address that unless you use Reflectors.
I could go on, but I’ve got to run now. Hopefully I’ve given you some hope in that there are still situations out there for which there is no formula that can help you instead you;ll have to trust your own instincts and test exhaustively until you find what works the the current situation.