Iray room lighting
music2u4u
Posts: 2,822
Hi all. These commons have been so helpful to me lately, I thought I would just throw a question out there and see if anyone bites! If this is not the right place you can move me Daz! Just let me know where.
Here is my question: I have had issues with inside rooms being too dark, not well lit. I have learned about render adjustments but they are mainly for lighting coming in through windows. I see a lot of Iray lights to download or buy, but most of them are for portraits or human lighting. I want to know where there is a good lighting package for a room. I have some lamps that have come with some models I can use to get by with, but it makes it kinda superficial looking. I want spots I can place throughout the room, or ceiling lights like in real life, or just general lighting to brighten up a dark room.
Does anyone have a suggestion for a kit that does that?

Comments
Personally I have used:
https://www.daz3d.com/architectural-lighting-rig-for-iray
The recessed can light prop in particular is nice for ceilings.
I have not used this myself, but seems similar in idea and to what you are looking to do:
https://www.daz3d.com/ig-iray-lights-and-shaders-architectural-lights
It's got some more light props, I've just added it to my wishlist now that I've seen it :)
Also the create-a-room sets have some light fixtures as well, that can be put into other sets (I have also used these as well):
https://www.daz3d.com/collective3d-create-a-room-base-set
https://www.daz3d.com/collective3d-create-a-room-xpack-3
I'll have to check these out. Thanks.
Most of my scenes are interior so I feel your pain.
I use a couple of methods for room ligting. Either I remove the ceiling and any walls out of camera view and use a studio style HDRI. I add a spotlight to pick out the figures I want to focus on (spotlight set to disc at 80cm diameter to soften the shadows becaise leaving it at "point" produces very sharp shadows).
If I can't hide walls, I use Ghost Lights. These can be made using a plane with emission settings (described somewhere in this forum) or you can purchase the kit that I use ... https://www.daz3d.com/iray-ghost-light-kit ... again I add a spotlight, especially as Ghost lights are poor for specularity and I want that sweaty skin to glisten.
I use https://www.daz3d.com/iray-light-probe-kit and https://www.daz3d.com/iray-ghost-light-kit a lot for interiors (and sometimes to help exteriors), mixed with other kinds lights, depending on the look I want.
I found these to be very heplful
http://www.daz3d.com/iray-light-probe-kit
Lots of great comments here. Before you purchase anything try this:
1. Create an object: Torus (any size is fine, bigger is better)
2. Use the surface shader on the Torus: Emmisive Object
3. Use Units: kcd/m^2 , Luminance: 1000
4. Temperature 6000K
5. Use the parameters to place your light,
6. RENDER in IRAY, DOME ONLY.
See what you got. and duplicate and move the torus to other spots.
I'm not sure about using a torus. I seem to remember a thread that mentioned that applying emmisive to an object that consists of many polys will slow down your renders. The ghost lights apparently don't do this as they are single poly meshes.
Yes, at least some of the ghost lights just use a plane. And to make it invisible set Opacity to 0.0000001, it will still emit light, but be aware that this will affect specular highlights in a negative way. There is some discussion about ghost lights here:
https://direct.daz3d.com/forums/discussion/comment/3443536/#Comment_3443536
I tend to agree with magnumdaz for the most part. I find making lights to be super simple if you model them after what you'd expect for real lights. But I think the important thing is to model them after real lights.
For example, rather than just adding a torus, I tend to decide what type of real world light I want to model, such as a regular incandescent lamp bulb, or a fluorescent tube light, or one of those groups of fluorescent tube lights in a big square ceiling fixture with big diffuser panels, or an outside sunlight, etc. For that reason I tend to avoid "fake" lights that don't mimic real light sources, cuz it's too easy to get off into some fantasy land of strange lights that make no real world sense and the scene starts to look "off".
So I'll generally do the following:
Just bought this this morning. Thanks.
Have this already!
Gonna try to make some lights. I have copied your instructions, lets see how it works. Later.
I played with the ghost light kit a bit. I used two dome lights on this scene, one on each side of the room. You have to hide the lights or they will show in the render. If you hide them in the scene, they won't work in the render! This render would be otherwise completely dark. This is with just the two dome lights. No environment adjustments at all. These ghost lights work pretty good.
You hid the lights? Wouldn't it be better to use the "Apply before presets" icon (Under "GLK materials" for Kit 2)? That makes the lights invisible in the render. Or are you using Kit 1?
"You have to hide the lights or they will show in the render. If you hide them in the scene, they won't work in the render!"
IME, Hiding in Scene Tab doesn't work. Do this:
1) Select the light in the Scene Tab
2) Go to Lights Tab (Editor, not Presets) > Display > Rendering
3) Under Rendering, there's a Visible in Render option that toggles between ON and OFF. When toggled to OFF, scene will be lit by that light but it won't show in the scene.
I think you have to do this for each light separately.
By the way, for those interested in what the "cd/m^2" values are in real life, attached is a chart from Wikipedia that gives some typical figures of different types of lights. These values of "luminance" kinda describe how bright something is, and like I said they typically range in the thousands, like 12,000 for a fluorescent light, 130,000 for a frosted incandescent bulb, and 600,000 for the sun at the horizon (btw, the "k" is times 1,000).
It might take a few tries to get used to the way Ghost Lights work. For a discussion and tutorial, see this thread (started by the vendor, Kindred Arts):
https://www.daz3d.com/forums/discussion/127056/ghost-lights-interior-lighting-tutorial
And just to reiterate, you will need some other type of light to give you specularity (light reflections such as you get on wet surfaces, etc.). This is why I always add a spotlight.
I own most of these light packs, but a couple of them are confusing to me. Not the brightest bulb in the room (pun)
Ghost light 2 and the Light Probe pack. I guess I'll have to follow the link for the lighting tutorial.
Ghost light 2 has those things that look like lamp shades and balls, and not sure what to do with them. Also the light probes pack. They have so many setups that it overwhelms me about which one to use for say an average size living room, or inside a portion of a spaceship like several Petipet packs. Too many options about which ones to leave on, which ones to turn off, what preset will work for the size space I'm trying to light. I'm not lighting the inside of a huge space, just mostly room size stuff. Not easy for me since I had a small stroke and it affects memory things. If things are written step by step as a couple are in this thread, I can follow those with no issues. Enough about me, but will have to look at the other thread.
Glad I found this one!
I did this but as you can see, there are no lights listed in the lights tab.
I pushed them outside of the scene border then rotate them to shine where I want them. If I turn them OFF, the light goes away.If I hide them in any tab, the light goes away. (Kit 2).
OK...Here is what I got with the "hide" lights.
This render has two dome lights up at the ceiling. They are both turned OFF in the show in scene display tab (hidden from view). They are both turned ON in the show in render tab.
this is the result. Look at how dark it is.
Precisely.
Don't use the Lights Tab, go to your Content Tab and look for Light Presets (IIRC). All the controls and options are there.
Next, the same two dome lights, pushed up just outside of the top border. They are both turned ON in the show in scene display tab (You can see them, thus pushed out of the border area). They are both turned ON in the show in render tab. Now there is light.
So...if I turn them OFF in the scene, I get no light. Like turning off a light switch. This is what I was trying to explain.
BTW...I found the "display" tab in the Parameters tab, Not in the lights tab.
I think there is some confusion here about "turning off" Ghost Lights. These lights are really just primitive objects with emissive surfaces, not "lights" in the sense that a DAZ Studio spotlight is a "Light". So you won't find them in the Lights tab. The parameters for them are applied in the Surfaces tab and the way to get them to light the scene without being visible in the scene is to use the controls I mentioned in my last post.
Go to the: Content Tab>Light Presets>IRay Ghost Light Kit