Advanced Ambient, Spot & Distant Lights [Commercial]

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Comments

  • CybersoxCybersox Posts: 9,263
    edited October 2013

    "It was at about this point that Nancy began to suspect that she probably should have researched Dr. Tarr's Anti-Smoking Clinic's credentials a little more thoroughly."

    Just another test, this time using some elements I was playing around with for the monthly PC contest. All lit with just two ambient lights and a distant light set to specular only. I really like the velvety-ness of the shadows and the natural feel of an off camera light source that these produce so effortlessly.

    Dr_Tarrs_Anti_smoking_clinic.jpg
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    Post edited by Cybersox on
  • SickleYieldSickleYield Posts: 7,649
    edited October 2013

    I'm loving these now that I've got the falloff settings figured out. Definitely an addition to the lighting tool kit that every serious renderer in DAZ Studio should have.

    Post edited by SickleYield on
  • CybersoxCybersox Posts: 9,263
    edited December 1969

    Okay, now I'm seriously impressed. 3 ambient lights. Rendered in around 15 minutes. Wow.

    Ghost_of_Bava_test_SM.jpg
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  • scorpioscorpio Posts: 8,533
    edited December 1969

    Yea I'm seriously impressed, like how you used colour, it's one of the things I like, you can get some really cool effects mixing fall off and light colours.

  • JabbaJabba Posts: 1,461
    edited December 1969

    Yea I'm seriously impressed, like how you used colour, it's one of the things I like, you can get some really cool effects mixing fall off and light colours.
    Yeah, beat me to it, LOL... I'm currently using it to give a car a custom paintjob
  • Laticis ImageryLaticis Imagery Posts: 498
    edited December 1969

    Purchased today......AoA.......this is one very sexy light, extremely well done, a huge asset to the DS arsenal.

  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    ..Got 'em. Yet to play as I'm finishing up on my last RRRR submission.

  • JabbaJabba Posts: 1,461
    edited December 1969

    Here's my custom paintjob...
    first render shows the diffuse colours, second render with a couple of advanced ambients added (car panels set to 99% diffuse to enable selective lighting and let other parts of car render at default colours)

    ambient_paintjob.jpg
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    ambient_paintjob_a.jpg
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  • SpitSpit Posts: 2,342
    edited December 1969

    Terrific renders all. Even Poisen's Screaming Trees made an appearance. ::shudder::

  • TJohnTJohn Posts: 11,339
    edited December 1969

    "It was at about this point that Nancy began to suspect that she probably should have researched Dr. Tarr's Anti-Smoking Clinic's credentials a little more thoroughly."

    Unorthodox? Yes. But she's not smoking now, is she? :)
  • Laticis ImageryLaticis Imagery Posts: 498
    edited December 1969

    This light ROCKS. ( + LinearPointLight for small amount of Spec )

    LMT_AoA_Ambient_Light_Test.jpg
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  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    Wow! Fantastic renders everyone!

    It is exciting to see all the artistic ways you are using the light. Many of the uses are ones I had not thought about.

    I did an update to the online user guide addressing some of the install issues and added a little javascript app where you can changes some of the settings and see the results. I tested it in Chrome, IE and Firefox but if you use a different browser and the app isn't working let me know and I'll see if I can't fix it.

    Here is the link http://www.ageofarmour.com/3d/tutorials/AoA_advanced_ambient_light_help.html

    I'm so pleased to hear that the light is working well for so many people. My sincere thanks for all for your support.

  • JohnDelaquioxJohnDelaquiox Posts: 1,197
    edited December 1969

    IS there a tutorial video for this set yet?

  • siocsioc Posts: 326
    edited October 2013

    FYI works fine with opera 12.16

    And thanks for the update

    Post edited by sioc on
  • CybersoxCybersox Posts: 9,263
    edited October 2013

    Okay, here's a little oddness I just came across - I decided to redo the image of the dubious hallway, adding a fourth light set to illuminate just the lace shader on the dress only (using the 99% flag.) That worked fine, but then I decided to redo the shot using the AoA volume camera. Overall it worked great, through the render time went up to 26 minutes. However, for some reason the transmaps in the hair decided to show up. It's no big to fix it with a spot render of the same are without hair and photoshop, but as both the lights and the camera are AoA, i wonder if there's a simple way/setting to keep this from happening again.

    Ghost_of_Bava_w_lace_light.jpg
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    Ghost_of_Bava_w_lace_light_vol_cam.jpg
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    Ghost_of_Bavat_ECU_lace_light.jpg
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    Ghost_of_Bava_ECU_w_lace_light_vol_cam.jpg
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    Post edited by Cybersox on
  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    Okay, here's a little oddness I just came across - I decided to redo the image of the dubious hallway, adding a fourth light set to illuminate just the lace shader on the dress only (using the 99% flag.) That worked fine, but then I decided to redo the shot using the AoA volume camera. Overall it worked great, through the render time went up to 26 minutes. However, for some reason the transmaps in the hair decided to show up. It's no big to fix it with a spot render of the same are without hair and photoshop, but as both the lights and the camera are AoA, i wonder if there's a simple way/setting to keep this from happening again.

    You may not like the answer because it is probably going to add a good about of rendertime but setting the volume camera to a higher setting should remove the transmap darkness. Try around 90 or 95% quality on the volume camera if you have the time. Some cases it may not add that much but, in some scenes, that volume quality can really slow things down.

  • StrixowlStrixowl Posts: 301
    edited December 1969

    Wow! Fantastic renders everyone!

    I did an update to the online user guide addressing some of the install issues and added a little javascript app where you can changes some of the settings and see the results.

    Here is the link http://www.ageofarmour.com/3d/tutorials/AoA_advanced_ambient_light_help.html

    Uh, may be a dumb question, but where is the javascript where we can change settings and see results??

  • SiscaSisca Posts: 875
    edited December 1969

    Strixowl said:
    Wow! Fantastic renders everyone!

    I did an update to the online user guide addressing some of the install issues and added a little javascript app where you can changes some of the settings and see the results.

    Here is the link http://www.ageofarmour.com/3d/tutorials/AoA_advanced_ambient_light_help.html

    Uh, may be a dumb question, but where is the javascript where we can change settings and see results??

    Go to that guide page and scroll down until you see the picture of an untextured set with a group of controls inset in the upper left corner. Under that picture are 4 buttons that allow you to adjust the 4 effects and see what changes.

  • CypherFOXCypherFOX Posts: 3,401
    edited December 1969

    Greetings,

    Strixowl said:
    Wow! Fantastic renders everyone!

    I did an update to the online user guide addressing some of the install issues and added a little javascript app where you can changes some of the settings and see the results.

    Here is the link http://www.ageofarmour.com/3d/tutorials/AoA_advanced_ambient_light_help.html

    Uh, may be a dumb question, but where is the javascript where we can change settings and see results??Search for 'Max Distance' on the page. It's a set of buttons which toggle stuff.

    -- Morgan

  • StrixowlStrixowl Posts: 301
    edited December 1969

    Thanks Sisca & Cypherfox :lol:

  • KharmaKharma Posts: 3,214
    edited December 1969

    Just installed and tested out this light. My luck with lighting is bad so this is just the ambient light added all default values. I notice I don't really have any shadows...how do I get them to show?

    cat_found.jpg
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  • Sal UKSal UK Posts: 432
    edited December 1969

    Kharma said:
    Just installed and tested out this light. My luck with lighting is bad so this is just the ambient light added all default values. I notice I don't really have any shadows...how do I get them to show?

    Hi Kharma I can see the shadows in your render under the bed, under the cat and between the feet and under the pillows, or were you hoping to get sharp looking shadows?

  • KharmaKharma Posts: 3,214
    edited December 1969

    I noticed them there a bit but I guess I thought they should be more prominent and maybe a bit of shadow on the wall behind my character?

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Kharma said:
    I noticed them there a bit but I guess I thought they should be more prominent and maybe a bit of shadow on the wall behind my character?

    Toss in a diffuse-only spotlight with raytraced shadows on and turn it down low-ish?

  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    The light is designed to give the very soft shadows that are created by the sky or light bouncing off of walls. It really is intended to be used along with other lights like spotlights for the key lighting and using the ambient for bounce and fill light.

    The shadowing strength and distance can be increased though. Try increasing AO Max Distance to something like 500cm. and see if that causes the shadows to be more prominent. \

  • KharmaKharma Posts: 3,214
    edited December 1969

    Thanks for the pointers SickleYield and Age of Armour, I will work on it more tomorrow and see what I can do. Will tryadding a spotlight and change those settings. I also think the skin on the character looks kinda blotchy as does the wall behind which is just a plane with the diffuse color changed. I am also reviewing the thread to see what settings others have recommended for various results and will try those out also

  • Age of ArmourAge of Armour Posts: 437
    edited December 1969

    Blotchieness and/or grain is reduced by either lowering the AO Shading Rate and/or increasing the samples. The light defaults are meant to be a medium quality balance between quality and speed. In some cases those are fine but other scenes, especially where there are a lot of smooth, solid color surfaces, higher samples or lower shading rate might be needed.

  • DaWaterRatDaWaterRat Posts: 2,885
    edited December 1969

    I'm still figuring out all the twists and turns of these (I'll sit down and read through the whole thread tomorrow), but I have to say that adding one of these to my scene instead of a half-dozen distant lights to simulate ambient light automatically makes these worth the price.

    I am getting the "photograph of a museum display" effect (I don't really have a better way to describe it), but since photo-realistic lighting isn't actually high on my list of priorities (believable, appropriate to the scene lighting, yes. Simulating a photograph, not so much), it's probably a lack of experience with this sort of lighting on my part, and I'm sure I'll figure it out. :)

  • SpitSpit Posts: 2,342
    edited December 1969

    Two Advanced Ambients: One colored like the strange sky up near the window, the other behind camera to the left yellowish. Played with light radius for both and used Hitmode Primitive and got a faster render. Occlusion 2-300 and shading rate in low single digits.

    skylight.jpg
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  • Muon QuarkMuon Quark Posts: 567
    edited December 1969

    Spit said:
    Two Advanced Ambients: One colored like the strange sky up near the window, the other behind camera to the left yellowish. Played with light radius for both and used Hitmode Primitive and got a faster render. Occlusion 2-300 and shading rate in low single digits.

    Really love that!!

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