Colm's iray Lighting

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Comments

  • ALLIEKATBLUEALLIEKATBLUE Posts: 2,983

    I agree. Love this set, beautiful render right out the box

     

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  • sapatsapat Posts: 1,735
    edited March 2016

    Great renders L'Adair!!  Love the techno on the bg and wall too.

    Post edited by sapat on
  • Jan19Jan19 Posts: 1,109
    edited March 2016

    I love them all -- the renders.  That slinky one in the long laced dress is lovely.

    I wanted to see if there'd be shine on metals.  There is.

    She's armed and ready. :-)  Key light, fill light, hair light, bkg light.

    And it looks like her hair is going thru the shotgun.  I hope that's a notch in the gun.

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    Post edited by Jan19 on
  • BeaBea Posts: 753

    remember, if you are working on a scene you already have but you want to use one of colm's setups then all you need to do is rightclick on the thumbnail of his scene and select merge from the menu that pops up. then his lights and background etc will automatically be added to your scene.

  • Jan19Jan19 Posts: 1,109
    Bea said:

    remember, if you are working on a scene you already have but you want to use one of colm's setups then all you need to do is rightclick on the thumbnail of his scene and select merge from the menu that pops up. then his lights and background etc will automatically be added to your scene.

    Thank you!  :-)  I'm glad there's a way to do that.

     

  • L'AdairL'Adair Posts: 9,479
    sapat said:

    Great renders L'Adair!!  Love the techno on the bg and wall too.

    Thank you. blush

    The red and white on the black background tied in perfectly with the red and black of her outfit and hair. The overall image is much darker than the original, but it seems so much more dynamic! And I especially love the Specular Eyelight. I've tried to do that myself, unsuccessfully, and only got frustrated. I'm so glad I bought this, even though it means I have to wait to pick up Stonemason's latest bundle, (Fern Lake and Through The Woods.)

  • sapatsapat Posts: 1,735

    It is a terrific set.  And yes, Bea is right.  If you already have your figure set up and don't want to start an entirely new scene and lose your figure, just right click on whatever scene you want to load and select 'Merge into Scene' and it will just pop right in behind your figure.  Then you'll just need to go to the drop down menu and select the camera that the scene just loaded in order to get the same POV as in the scene.  Attached is an image to show you in case you don't know that wonderful time saver in DS!!

    Agreed, the eyelight is super nice and saves frustration (or adding a glint in postwork!)

     

    RSIray-Merge into Scene.jpg
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  • sapat said:

    It is a terrific set.  And yes, Bea is right.  If you already have your figure set up and don't want to start an entirely new scene and lose your figure, just right click on whatever scene you want to load and select 'Merge into Scene' and it will just pop right in behind your figure.  Then you'll just need to go to the drop down menu and select the camera that the scene just loaded in order to get the same POV as in the scene.  Attached is an image to show you in case you don't know that wonderful time saver in DS!!

    Agreed, the eyelight is super nice and saves frustration (or adding a glint in postwork!)

     

    Well there you go never knew that !

    Thanks smiley

  • sapatsapat Posts: 1,735

    You're welcome!  Always glad to share info on the rare occasion that I do have something to share laugh

     

  • Jan19Jan19 Posts: 1,109
    edited March 2016

    I love this version of Render Studio for IRay.  It's fun to look up light setups online and use the RS lights to try to mimic them.  It works pretty well, since these lights are like a photographer's lights.

    But I'm having no luck getting the catchlight to show up in the eyes.  I've tried parenting the spec light to the head.  I've tried pointing the light at one eyeball.  I thought about pointing the eyes at the spec light, but figured that would look weird.

    Does anyone have any suggestions?  I've even tried switching eye textures, hoping for more reflectivity, but no luck.  I did read the part about the spec light in the tut.

    I can get the ringlight effect, with the Ultra Genesis Studio, but can't seem to "catch" the doggone RS catchlight.

    Any assistance would be appreciated. :-) 

    Post edited by Jan19 on
  • L'AdairL'Adair Posts: 9,479
    edited March 2016
    Jan19 said:

    I love this version of Render Studio for IRay.  It's fun to look up light setups online and use the RS lights to try to mimic them.  It works pretty well, since these lights are like a photographer's lights.

    But I'm having no luck getting the catchlight to show up in the eyes.  I've tried parenting the spec light to the head.  I've tried pointing the light at one eyeball.  I thought about pointing the eyes at the spec light, but figured that would look weird.

    Does anyone have any suggestions?  I've even tried switching eye textures, hoping for more reflectivity, but no luck.  I did read the part about the spec light in the tut.

    I can get the ringlight effect, with the Ultra Genesis Studio, but can't seem to "catch" the doggone RS catchlight.

    Any assistance would be appreciated. :-) 

    Did you remember to dial "Eyes Cornea Bulge" to 100% in the shaping morphs?

    Eyes Cornea Bulge Dial Under Shaping Tab

    Cornea-Bulge-Dial.jpg
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    Post edited by L'Adair on
  • TottallouTottallou Posts: 555
    edited March 2016

    I found the same as Jan19 with the eye lights regardless of the cornea bulge

    How I got it to work was to change the Specular Eye light from point to Disc & set Height & Width at 40

    Hopefully someone else will have another solution though that works better

     

    Eyelights.png
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    Post edited by Tottallou on
  • Jan19Jan19 Posts: 1,109

    Did you remember to dial "Eyes Cornea Bulge" to 100% in the shaping morphs?

    No, I didn't.  Thank you for the tip. :-)

    I found the same as Jan19 with the eye lights regardless of the cornea bulge

    How I got it to work was to change the Specular Eye light from point to Disc & set Height & Width at 40

    Hopefully someone else will have another solution though that works better

    Thank you! :-)  Point to Disc/Height and Width at 40.  I will try that.

    I am very grateful for your responses, L'Adair and Tottallou.

     

     

     

  • ToborTobor Posts: 2,300

    Usual suspects for the glean in the eyes:

    1. Apply cornea buldge, so there's a better roundness to the eyeball.

    2. Be sure to apply proper surfaces to the eyes. The eyes of all Daz characters have multiple parts; you need to be sure there is a reflectivity to the outer most part. Generally, the Thin Glass or Thin Water shader can work here. Check the threads in the forum for suggestions on eye surfaces, if you're not using a pre-packaged materials set3.

    3. Review the applied textures to the eyeball, to make sure the one you're using doesn't have a "baked in" reflection, which can confuse matters.

    4. The pinpoits from point and spot lights are "infinitely" small, so they are either invisible in reflections, or hard to see. To see the reflection, as noted above, increase the emitter size. I'd really start with 50 (centimeters).

     

  • Jan19Jan19 Posts: 1,109
    Tobor said:

    Usual suspects for the glean in the eyes:

    1. Apply cornea buldge, so there's a better roundness to the eyeball.

    2. Be sure to apply proper surfaces to the eyes. The eyes of all Daz characters have multiple parts; you need to be sure there is a reflectivity to the outer most part. Generally, the Thin Glass or Thin Water shader can work here. Check the threads in the forum for suggestions on eye surfaces, if you're not using a pre-packaged materials set3.

    3. Review the applied textures to the eyeball, to make sure the one you're using doesn't have a "baked in" reflection, which can confuse matters.

    4. The pinpoits from point and spot lights are "infinitely" small, so they are either invisible in reflections, or hard to see. To see the reflection, as noted above, increase the emitter size. I'd really start with 50 (centimeters).

    Thank you, Tobor.  :-) 

    Increasing the size of the light does work, as Totallou said.  And I got a good reflection in the eye that way.  The only thing with that is...my whole scene seemed to overlight.  The intensity of that spec light is set high, and the beam spread is not tiny, either.  I'm no light expert, but common sense would say that increasing the size of that spec light would increase the light in the scene?  

    I can't get the hang of the Point At function, either.  I mean, I can set it, when the figure is at Default pose.  But unless I leave it totally alone, after that, I get wonky results.

    I guess the only way to get the hang of the eyelight thing is to keep working with it, though.  :-)

    Thank you, again, for the response!

  • Jan19Jan19 Posts: 1,109
    edited March 2016

    BTW, I am not complaing, by any means. The eyelight is absolutely the only feature of RS for IRay that doesn't work perfectly for me.  And the set is so jam packed -- cameras, backgrounds, lights galore -- that it's well worth the price. :-) 

    Post edited by Jan19 on
  • L'AdairL'Adair Posts: 9,479
    edited March 2016
    Jan19 said:

    BTW, I am not complaing, by any means. The eyelight is absolutely the only feature of RS for IRay that doesn't work perfectly for me.  And the set is so jam packed -- cameras, backgrounds, lights galore -- that it's well worth the price. :-) 

    The Specular Eyelight worked for me without any issues for the Callie 6 renders I posted earlier. The rim light was behind the figure on her right, the fill light was in front of the figure on her left, and the specular light was in front of the figure on her right. I haven't been able to get it working in other scenes. However, I've had lights pointing at the figure from the same general direction. I'm guessing the mesh light is overpowering the specular. Try moving the specular to the right if the fill is to the left and vice versa.

    Jan19 said:
    I can't get the hang of the Point At function, either.  I mean, I can set it, when the figure is at Default pose.  But unless I leave it totally alone, after that, I get wonky results.

    I like to use the "camera view" of the viewport to see what my lights are pointing at as I move them. Click on the drop-down and select Specular Eyelight instead of the camera. With the light selected, you can see guidelines and a small ball while you move things around. If the light is set to "Point At" something, that something will always be in the center of the guidelines. But you can move the light around so it's shining from another direction, move it up and down, and move it closer and further back. For the specular light and the eyes, I like to be able to see most of the eye, but slightly from one side or the other.

    Jan19 said:
    I am very grateful for your responses, L'Adair and Tottallou.

    You're welcome. Glad I could be of some help. smiley

    Post edited by L'Adair on
  • Jan19Jan19 Posts: 1,109
    edited March 2016

    I like to use the "camera view" of the viewport to see what my lights are pointing at as I move them. Click on the drop-down and select Specular Eyelight instead of the camera. With the light selected, you can see guidelines and a small ball while you move things around. If the light is set to "Point At" something, that something will always be in the center of the guidelines. But you can move the light around so it's shining from another direction, move it up and down, and move it closer and further back. For the specular light and the eyes, I like to be able to see most of the eye, but slightly from one side or the other.

    Thank you, again, L'Adair. smiley​  I got it!  The cornea bulge, along with Point At "right eye," did it.  That light is teensy.  Maybe it was being overpowered, in my earlier renders, but I didn't have the cornea bulge dialed in, either.  That's a good tip.

    Thanks for the info about the viewport, too.  I never thought to use it to check the position of the eyelight.

    Also, checking to make sure the Point At sticks helps me.  If I alter anything in the scene, the Point At wants to go back to None.

    All righty.  Thanks so much! 

    And thanks again, to everyone who offered tips.  I can use them all. :-)

     

    Post edited by Jan19 on
  • evilded777evilded777 Posts: 2,482
    edited March 2016

     

    One Background Light, One Side Light

    Render Studio Iray

    Post edited by evilded777 on
  • evilded777evilded777 Posts: 2,482
    edited March 2016

    One Rim Light, One Fill Light

    Render Studio Iray

    Post edited by evilded777 on
  • ToborTobor Posts: 2,300
    edited March 2016
    Jan19 said:

    The only thing with that is...my whole scene seemed to overlight.  The intensity of that spec light is set high, and the beam spread is not tiny, either.  I'm no light expert, but common sense would say that increasing the size of that spec light would increase the light in the scene?  

    For point or spotlights, increasing only the emitter size does not, by itself, introduce more light into the scene. To increase light, you'd need to also adjust the luminence value. A 1cm disc set at 10,000 lumens will still produce only 10,000 lumens at 100cm. 

    What can happen is the larger emitter casts the light into a larger area, making the scene look brigher overall. Spotlights have a beam width setting that helps you control the spread of the light cone. You can also use light profiles (I'm guessing Colm's product does this) to shape the projection of lights.

    Separate from this specific light set, the more interesting catch lights have a unique shape to them (umbrella light, or so-called mesh lights will do the trick). Pinpoints of light, especially if they appear in the pupil, look like aberations needing a trip to the eye doctor. Though lights made out of objects have less specularity than point or spot lights, you can let the eye surface compensate. As long as it has a specular reflective surface -- e.g. Thin Glass -- you should get good results.

    Do keep in mind that the size, shape, and appearance of catch lights in the eyes has a psychological connection with scene lighting. It's not "logical" to show a catch light coming from a window, and yet still have only very moody rim lighting. The fact that increasing the size of the light emitter brightens the scene is a real-world physical result of pointing a larger light at your subject. Iray is simply obeying your wish.

    Post edited by Tobor on
  • RAMWolffRAMWolff Posts: 10,343

    Can't wait to get this installed.  My promo renders are going to go up in quality by 100% .... lighting is something, when I have a free year, that I have allot of work to do in learning more about!  LOL

  • Jan19Jan19 Posts: 1,109
    edited March 2016
    Tobor said:
    Jan19 said:

    The only thing with that is...my whole scene seemed to overlight.  The intensity of that spec light is set high, and the beam spread is not tiny, either.  I'm no light expert, but common sense would say that increasing the size of that spec light would increase the light in the scene?  

    For point or spotlights, increasing only the emitter size does not, by itself, introduce more light into the scene. To increase light, you'd need to also adjust the luminence value. A 1cm disc set at 10,000 lumens will still produce only 10,000 lumens at 100cm. 

    What can happen is the larger emitter casts the light into a larger area, making the scene look brigher overall. Spotlights have a beam width setting that helps you control the spread of the light cone. You can also use light profiles (I'm guessing Colm's product does this) to shape the projection of lights.

    Separate from this specific light set, the more interesting catch lights have a unique shape to them (umbrella light, or so-called mesh lights will do the trick). Pinpoints of light, especially if they appear in the pupil, look like aberations needing a trip to the eye doctor. Though lights made out of objects have less specularity than point or spot lights, you can let the eye surface compensate. As long as it has a specular reflective surface -- e.g. Thin Glass -- you should get good results.

    Do keep in mind that the size, shape, and appearance of catch lights in the eyes has a psychological connection with scene lighting. It's not "logical" to show a catch light coming from a window, and yet still have only very moody rim lighting. The fact that increasing the size of the light emitter brightens the scene is a real-world physical result of pointing a larger light at your subject. Iray is simply obeying your wish.

    Thanks, Tobor. :-)  I'm glad you mentioned being logical w/the eyelight.  I guess it just doesn't make sense to have them in every scene -- if the subject is too far away from the camera to sensibly see the catchlight, for instance.  The RS catchlight seems to work ok for me, in close-ups, w/cornea bulge on -- if I find its sweet spot w/the viewport camera, as L'Adair suggested.  Although it is teensy.

    I started playing with the eyelight in this render, but it kind of evolved.  With this camera angle, I'm not sure if the eyelight would show.  Anyway, I didn't want to render and waste.

    At attempt at loop/short lighting. :-)  One fill light (used as a key light -- I like the softness of the fill light), plus one hair light and a background light.  Spec light, too, as mentioned above.

    Ronya_Vigilante.jpg
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    Post edited by Jan19 on
  • RAMWolffRAMWolff Posts: 10,343

    Ooops Jan, you'll have to edit and reupload your image, didn't take!  surprise

  • Jan19Jan19 Posts: 1,109
    edited March 2016
    RAMWolff said:

    Ooops Jan, you'll have to edit and reupload your image, didn't take!  surprise

    Thanks, Wolfie! :-)  I need to re-check forum image size, I guess.

     

    Post edited by Jan19 on
  • RAMWolffRAMWolff Posts: 10,343

    I've had very small images not take.  It's a bug in the forum software I'm afraid that's not been looked into...

  • Jan19Jan19 Posts: 1,109

    Ah...well, I usually keep it under 500 kb.  I thought the actual size might be too big. :-)  Thanks!

  • Jan19Jan19 Posts: 1,109
    edited March 2016

    One Rim Light, One Fill Light

    Render Studio Iray

    I like the troll's skin tone.  It came out well, I can even see the blue on the knee, like it's under the skin.

     

    Post edited by Jan19 on
  • This product is amazing and amazingly easy!  Used multi-light fx preset, head & shoulder camera, iray high render preset.

    Alicd_G2F

  • Love it and so easy to use! well worth it here is my quick render with the smoke background and black shine floor

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