Thunder Bike - Suggestions for lighting

RockitscienceRockitscience Posts: 20
edited December 1969 in The Commons

Anyone got any good suggestions for a light set up for inside the cockpit of Kibaretto's thunder bike?

Comments

  • MistaraMistara Posts: 38,675
    edited December 1969

    maybe the ambient light set?
    or put the cockpit displays into the ambience channel?

    i don't have thunder bike.

    future car doesn't have ds materials either.

  • KinichKinich Posts: 925
    edited December 1969

    Depends on what sort of effect you want, and what program you are using.

    But a quick test render below, no post work this is straight from DS 4.6 Pro. I don't use Poser as a rule, so can't really help there, but a few pointers below for DS use.

    1. After loading the Thunderbike apply one of the Poser Mat files, even if you are going to be using the default red colour scheme as below as the bump maps don't load by default but do if you use the mat pose included,

    2. In DS the Bump limits load as +/-0.01, this is far too low a setting for most things so needs cranking up quite a bit, I used +/-0.25 for the image below and find that as rule a setting somewhere around there looks good to me.

    3. Next I change the Lighting Model from the default plastic, making use of the Metallic & Matt settings quite a bit for this model. Plastic for the displays, Matt for the Cockpit & Metallic for most everything else.

    4. The ambient glow is set to 100% by default with a mid grey colour (175,175,175) and no map which I have left for the image below but lightening the colour used will increase the glow, but this is only apparent in low light situations.

    5. Then I added a single Advanced Ambient Light (by Age of Armour here at Daz) positioned approximately in the middle of the main control shaft and set it to 50% Intensity, Radius to 1m & Falloff Blend to 50% to add some light to the cockpit.

    TB-Test-1_PSB.jpg
    1200 x 900 - 171K
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