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@Jan19 She looks very lovely. You did a really nice job with her.
Thank you!
I think a lot of it is the scene though. I have no skill w/lights.
@JeremyD Thanks... That's Ragnar for Gianni 7, using the Iray Skin Managers by V3Digitimes.
Is there a way to attach a camera to the mesh lights for easier navigation?
Could you copy/paste the settings for the light to a camera, then make the mesh light the camera's parent?
When you moved the light, the camera should move, also, unless I have things figured wrong. :-)
Or reverse the process, if you want the light to be a child of the camera.
Would that work?
Tried some combinations but the casing of the meshlights is blocking the camera view.
I think there is a way to have the lights not visible in the scene, but still have the lights work. I can't remember how to do that, though, and my DS is render so I can't look it up. It's over under the parameters (maybe) for the lights. Set it to not visible. If you don't figure it out, maybe someone can pipe in that knows which setting I'm talking about. My render won't be done for at least another hour or two.
If you put the cutout opacity down to .0001 the lights shouldn't block the scene, but (and this goes against what I saw in the original posts about it) it dims the emission. At least it did on mine when I was playing with emissive lighting.
In Colms Lighting set there is a preset to hide mesh lights - It is under: Lights - Utilities
That oughta do it. :-)
Sooo lovely, Jan!
Why, thank you!
Evidently, I made the right call, when I got the scene subsets add on. 
The Hide/Show option solved the problem!Thank you guys for the help.
I really like this set a great deal. Do wish that owners of the original set would get a discount on the expansion though, since some of the scenes are repeats.
I got this new set too was debating cause of the repeats but thought maybe they're more advanced versions of basic ones
You mean the bonuses? If they're the same as those included with the original set I don't see the point in including them with the addon also since the addon doesn't work without the original set anyway.
In the add on, they're subsets so they can be imported without holding the Cntrl key.
A minor point, but if somebody absentmindedly forgets to change Replace, it can stall a little heated language.
I don't think they are different. The set is worth it, but if you have the original it feels a bit expensive to me.
It is a tad pricey, but I like it. The scenes cover a lot of scope. And minor changes make a big difference, so there are lots of possibilities.
I don't feel so timid about trying new looks. With the scene subsets, at least the lights will be right.
I have to work and work to get decent lighting from scratch.
Not sure what's happening here but the Specular Eyelight light from the premade scene from Colm's newest offering is putting a blackout circle in front of Dawn's face. WTH? I tried using the light as a regular light, even changed the shape from disk to sphere. Not sure what's going on. At this distance I don't think a specular highlight can really be scene in Dawn's eyes but just knowing this weird thing is happening ... thought I'd post in case he or anyone else can help me troubleshoot this. I've turned off the light and the issue goes away so yes, it's the light!
Thank you
Rich
I THINK that's what happens when a light is set to be NOT visible, but it's in range of the camera? Or does that just go transparent?
But I had something like that happen in a render, and it was the rim light. I didn't catch it till the render was done. I just needed to move the light up, out of the way of the camera.
My anomaly was in the top right corner.
Which scene is that? Does it happen w/the scene camera in default position?
If I move the scene cameras, I'll get different effects from the promo image. The Soft Light, for instance, has DOF on. I kept wondering why the face was blurring, w/the camera farther away, till I turned DOF off. :-) That made the bkg a little too sharp but the face came into focus. I put the render in the gallery anyway because I liked the way it turned out.
http://www.daz3d.com/gallery/#images/122131
That specular/eyelight gives me fits, too. As of now, I just Point it to one of the eyes and hope for the best. If the eyelids are lowered though, the light won't show sometimes. It can be persnickety. If I move it close to the figure, there's too much spec on the lips.
Edit: I remembered a tip I read in this thread somewhere, and just tried it. It helps keep the spec/eyelight tamed. :-)
With the figure at Default Pose, import the scene subset. Point the specular/eyelight to the head or an eye, then pose the figure.
I don't know why I keep forgetting to do that.
Hmmm, good tip. The issue with the default position of the light was it was set up to be for a standing character, mine, as you can see is kneeling down so I moved the entire light source to her height. I'll play around with that when I have some more time...
I did turn off the light and this was the result. Better than anything I've come up with so happy enough! It's the setup with no background but I put in a stary background because I like it! ;-)~
OK, makes sense then...
Looks nice! Don't you love it when a plan comes together?
If this is a spotlight, then look for the Render Emitter option, and turn it off. This will hide the emitter when the light is in direct view of the camera (it will not hide the emitter in reflections, or when seeing through volumes, such as smoke or fog).
If it's an emitting geometry, then set its Cutout Opacity to 0.0001, as noted elsewhere in this thread. This will change the quality of the light in certain ways, but it's usually not harmful to the scene.
What causes the lines in the rock shader for the cove backdrop?
I believe this is caused by the displacement settings - removing the displacement map or setting it to zero removes the lines on render
I think the scenes item is a great addon for this :)
Colm does have a utility to hide mesh lights
One thing I wish is that the ground texture better match the backdrop used. Sometimes that background is a beautiful color but the ground plane doesn't blend or is plain gray.
That's where Jen G.'s floor and wall textures come in handy for me.
I got those at huge savings, when they first came out.
Also, the Infinity Cove helps, when I need Floor and Bkg to be seamless. I'm sure you already knew that though -- the cove thing.
Have you tried using the plain color textures on the floors?