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Ok.. I've worked it out.
I think it's the gamma correction not being set in 4.7. In 4.6, I have it set to On and 2.0 (don't ask me why as it's been so long since I've been fiddling with those settings. But setting that the same in 4.7 ensures the lights render as expected.
I'm not sure what's the 'norm' if there is indeed a standard.. so will either update the lights or add a relevant note in the readme about it.
Hope that helps :)
The Chapter House is a winner as always. I'm soooo grateful for the true alpha transparencies in the latest release since I'm a post-work junkie. Adding those stained glass windows in post would have been impossible without it.
"the Tourist"
Thanks.. nice work :)
Would never have thought of that! Thanks Jack! great support!
Would never have thought of that! Thanks Jack! great support!
To be honest it took me a while to think of too.. it's just something I've never changed, but clearly something switched up between the two versions.
Definitely one of my favourite JT pieces for quite a while. Here's a couple of test renders I just did, although with homebrew lighting (Linear Points on the candles for the night scene, one each AoA Distant and Ambient for the day scene).
Nice, glad to hear you're enjoying the set :)
To be honest it took me a while to think of too.. it's just something I've never changed, but clearly something switched up between the two versions.
Thank you Jack! At one point I wondered if that could be it, but didn't know enough about what would have changed or what it ought to have been set to to pursue it beyond turning it on and off and not seeing much difference, since I think it's set to 1.0. Thank you for taking the time tracking it down.
To be honest it took me a while to think of too.. it's just something I've never changed, but clearly something switched up between the two versions.
Thank you Jack! At one point I wondered if that could be it, but didn't know enough about what would have changed or what it ought to have been set to to pursue it beyond turning it on and off and not seeing much difference, since I think it's set to 1.0. Thank you for taking the time tracking it down.
I'm at a loss whether to update or not - my thinking is that if my norm has always been 2.0, changing going forward could cause more issues/confusion. I might just try adding a note to the readme first, and seeing how that goes.
Thank you Jack! At one point I wondered if that could be it, but didn't know enough about what would have changed or what it ought to have been set to to pursue it beyond turning it on and off and not seeing much difference, since I think it's set to 1.0. Thank you for taking the time tracking it down.
I'm at a loss whether to update or not - my thinking is that if my norm has always been 2.0, changing going forward could cause more issues/confusion. I might just try adding a note to the readme first, and seeing how that goes.
Speaking for myself, a readme note is plenty good. I'd be happy, too, if you wanted to post settings here for what kind of adjustment would be needed to make to the lights to get comparable results with the other setting, but I also can fiddle with it myself now that we know what's going on.
Thank you Jack! At one point I wondered if that could be it, but didn't know enough about what would have changed or what it ought to have been set to to pursue it beyond turning it on and off and not seeing much difference, since I think it's set to 1.0. Thank you for taking the time tracking it down.
I'm at a loss whether to update or not - my thinking is that if my norm has always been 2.0, changing going forward could cause more issues/confusion. I might just try adding a note to the readme first, and seeing how that goes.
Speaking for myself, a readme note is plenty good. I'd be happy, too, if you wanted to post settings here for what kind of adjustment would be needed to make to the lights to get comparable results with the other setting, but I also can fiddle with it myself now that we know what's going on.
I agree - a readme would be the easiest way to go, and probably the simplest. As long as folks know the stock lights need a gama=ma tweak, well, all good to go..
Rendering a scene with the set and stiok night lights (with a few extra bits) will post once I'm happy with it..
Thanks again Jack!
As promised - 1st cut...With the correct gamma settings and a few extra bits...
Very cool, nice angle and the lighting through the stain-glass works really well :)
Thanks..
Took a while to get the stained glass light effect - easy in Bryce, not quite so much in DAZ.. now to work out the glow shader/sphere trick for candle glow!
Cheers and thanks for a great set!
Harold
Easy enough, once you've stumbled across a workable technique like I did.
* After setting up the candle lights, create one (usually) smallish primitive sphere. Switch "Cast Shadows" to off. Create instances to match the number of candles.
* Optionally, rename the original sphere and all the instances Glow 1, Glow 2, etc. I do this so I don't get confused, you can skip it if you're confident enough.
* Parent the original sphere to one of the candles, and move it to the top where the flame should be, covering the spot light which should be just above the candle wick.
* Parent each sphere instance to each of the other candles. Don't worry about placing them, just parent.
* Select the original sphere, then in the Parameters tab show the Transforms dials and right-click-Copy.
* Select all the sphere instances, go back to the Parameters tab and right-click-Paste Pose. (Do not, repeat not, just Paste. You only want to paste the Transforms data.) This snaps all your instances into the proper place on each candle in one go. Looks like magic, and it is. ;-)
* Select the original sphere again. Open the Surfaces tab and select the sphere's Default surface.
* Open the Shader Builder tab, and find the Glow shader (Surface>Renderman). Right click and Apply. This is why I use instances, you only need to set the surfacer once on the original sphere.
* If you want to select all the spheres and adjust the size and shape if it isn't quite right. For candles, I usually go for a tall oval, everything else I leave round.
* After a test render, you will probably want to adjust the glow setting. Select the original sphere, go to the Surfaces tab, and fiddle with the Attenuation value. The default of 2 is fairly opaque, turn it up a bit to make the glow surface transparent at the edges. I usually don't take the Attenuation value higher than 10-15. Adjust the glow colour if you want.
* Optional again, I just do this to be neat. Unparent all the point lights and glows (also any ambients if you've used them; I usually do) and create a Group. This makes it easier and faster to save your new light set as a Scene Subset.
Important things to remember: make sure your glow spheres have shadows turned off, or else your point lights can't shine through them. If the light is inside a frame, try not to make the glow too big to fit inside, it can look a bit weird. And once you've applied the Glow shader, the only Surfaces parameters you can fiddle with are Diffuse Color and Attenuation. Don't bother with the Opacity, it doesn't seem to do anything.
Edit: Which point lights do you use? I've been using Linear Points, although I suppose AoA Advanced Spotlights with the cone angle turned up to 360° would also work.
Easy enough, once you've stumbled across a workable technique like I did.
* After setting up the candle lights, create one (usually) smallish primitive sphere. Switch "Cast Shadows" to off. Create instances to match the number of candles.
* Optionally, rename the original sphere and all the instances Glow 1, Glow 2, etc. I do this so I don't get confused, you can skip it if you're confident enough.
* Parent the original sphere to one of the candles, and move it to the top where the flame should be, covering the spot light which should be just above the candle wick.
* Parent each sphere instance to each of the other candles. Don't worry about placing them, just parent.
* Select the original sphere, then in the Parameters tab show the Transforms dials and right-click-Copy.
* Select all the sphere instances, go back to the Parameters tab and right-click-Paste Pose. (Do not, repeat not, just Paste. You only want to paste the Transforms data.) This snaps all your instances into the proper place on each candle in one go. Looks like magic, and it is. ;-)
* Select the original sphere again. Open the Surfaces tab and select the sphere's Default surface.
* Open the Shader Builder tab, and find the Glow shader (Surface>Renderman). Right click and Apply. This is why I use instances, you only need to set the surfacer once on the original sphere.
* If you want to select all the spheres and adjust the size and shape if it isn't quite right. For candles, I usually go for a tall oval, everything else I leave round.
* After a test render, you will probably want to adjust the glow setting. Select the original sphere, go to the Surfaces tab, and fiddle with the Attenuation value. The default of 2 is fairly opaque, turn it up a bit to make the glow surface transparent at the edges. I usually don't take the Attenuation value higher than 10-15. Adjust the glow colour if you want.
* Optional again, I just do this to be neat. Unparent all the point lights and glows (also any ambients if you've used them; I usually do) and create a Group. This makes it easier and faster to save your new light set as a Scene Subset.
Important things to remember: make sure your glow spheres have shadows turned off, or else your point lights can't shine through them. If the light is inside a frame, try not to make the glow too big to fit inside, it can look a bit weird. And once you've applied the Glow shader, the only Surfaces parameters you can fiddle with are Diffuse Color and Attenuation. Don't bother with the Opacity, it doesn't seem to do anything.
Edit: Which point lights do you use? I've been using Linear Points, although I suppose AoA Advanced Spotlights with the cone angle turned up to 360° would also work.
Ta! will have a go.. Personally I use linear points a lot.. will experiment with the AoA lights.. Appreciate the info greatly!
Cheers!
Harold
Seems like a long time since anyone posted here, so I thought I add my latest. I picked up Marshian's Kaleidosope a few days ago and have been playing with all my building props, of which quite a number are JT's. Here are a couple of places you might recognise...
Very cool.. I saw those promos used a lot of my products and it was really cool to see them given a new look via the new effect.
...OK, been a while.
Haven't posted a pic here in a while as I've been wrestling with things like Reality/Lux, and RL issues. Then about two weeks ago, seems our favourite 3D programme took an interesting turn. Now I usually don't DL and install betas (still a bad taste from the 3.0 days) but this one was different as it included something I never expected - unbiased rendering native in the application.
OK so pulled out a scene I was messing around with in Reality last fall and part of this winter and decided to give this new render process a "shakedown". Well surprisingly I found it not only easier to figure out than Lux, but it was much faster even in CPU mode.
So here is the first "unofficial" Iray rendered scene on this thread.
.....and yes, it does have one of Jack's pieces prominently displayed (though slightly altered).
....que up at the curb 'cause
here come da bus
here come da bus
here come da bus
Looking good :)
Glad to hear you're having fun with it too, it's pretty sweet.. isn't it?
A Blast from the Past - Old Village Wishing Well and Parkside Heath
"The Abandoned Well"
Done in Vue/DAZ - iRay for one of the current PC contests. I am soooo grateful for Parkside Heath - I have used sooo many times when I needed a background element with visual interest.
Very cool.. nice lighting :)
hey Jack, i was messing with the Moonshine's Drive-In Movie Theatre and i got a question... where is the projection booth?
Good question - I don't know, I think someone stole it in the night...
Good question - I don't know, I think someone stole it in the night...
well then someone needs to build a replacement
Looking good :)
Glad to hear you're having fun with it too, it's pretty sweet.. isn't it?
...always loved Deco styled architecture. BTW the lights inside the shelter are from Classic Deco as well.
Would love to see some full structures in the style. Maybe even a Deco Dream Home?
Can't get enough of it.
Deco Embrace
Is that in Iray?
Yes, it is.
Yes, it is.
Looks very, nice.. good job :)