Do The Standard Lights No Longer Work In Iray?
IceDragonArt
Posts: 12,960
in The Commons
I'm trying to use linear point light inside the head of a skull to make it glow from the eyes etc. However, even though it shows in the working screen as on and emmitting light, the render is not picking it up at all. Its like its not even there.

Comments
Iray or 3Delight.... the 3deliht lights should work in 3delight and the iRay ones should work in in iRay.
That's what I thought. My render engine clearly shows iray and the base daz lights, point light, linear point light, distant light, should all work. But, its not lol. I'm not using a light preset, just the light that comes standard with Studio. Which used to work in both render engines.
I often use the spotlight in IRay but the point light should work too. You need to make sure Photometric is switched on and then play with the luminosity (generally I need to increase the Lumen default x10 or x100).
Thanks! I will have to check that photometric. I had it cranked up pretty high. I solved the issue for the render that prompted this question by using Kindred Arts Ghost Light inside the skull and it worked fine, I just like to know what I'm doing wrong when things don't work the way I think they should lol. I'm sure its user error.
Can you post a screenshot of your light configuration?
And check the environment tab in your render settings. If there it's set to dome only or sunsky any normal light will not work. (Emission lights like the ghost light still work in that mode though)
Sorry I totally missed this. I figured it out, I just used Kindred Arts Ghost Lights instead.
Sooo basically, the short answer is no, not without a lot of work then. I did get it sorted I just used something else.
This reminds me of my own intermittent light problem lately..
What happens when you make an object invisible by lowering it's cutout opacity in the Surfaces pane but then make it emit light thru the Iray shader. I guess I will have to find out when I get home. :)
If you want eyes to emit light then make appropriate surface (iris, pupil) the light emitter.
I was wanting to make the empty space inside a staff top glow. I did get it sorted, I just used Kindred Arts Ghost Lights. Should have just done that first lol.
My biggest issue with making eyes and some other surfaces emit light is that if I need a strong light, it blows out all the detail.
I always try to stick with physically correct values for lights and surfaces first and then try to shift balance slightly to achieve effect I want. In the image above I wanted moonlight, artificial light in room and reflection in glass door all to be visible and using real world values gave me nice first approximation. Then I just increased IOR of glass a bit and made moon a bit brighter. Eyes were the last thing to tweak :)
So lights are 'strong' only in relation to each other and if you want eyes to compete with sunlight be prepared to what they will look like the sun - bright-white that is :)
Or you can move away from physically-based rendering but that would require you to sink deep into Shader Mixer.
Ya, I'm not in the least bit ready to approach the shader mixer lol.