Ghost Lights

CAV_18687CAV_18687 Posts: 123
edited September 2025 in The Commons

Could somebody/some people please give information on what they know about the current 'go to' solutions for ghost lights in Daz studio?  Anything and everything really - do the modern ghost light products work?  Which ones are the best and why?  How to best make them yourself with primitives and cutout opacity?  Tips and Tricks for their use?  Expected value parameters in lumen?  Alternative methods to make them?  Similar lighting styles and effects that have worked for people? - this one might be accompanied by render(s), would be great to see a visual of new and cutting edge community made SFX...   

Post edited by CAV_18687 on

Comments

  • SilverGirlSilverGirl Posts: 3,070

    I'm still figuring out lighting, so my process is trial and error and I'm not even vaguely advanced enough to try making my own. 

    I have these assets and flop between them depending on what I need, and then play around with the lumens until it lights as much (but not more than) I want it to.

    https://www.daz3d.com/iray-ghost-light-prop-kit

    https://www.daz3d.com/invisi-lights-ghost-lights-and-light-profiles

    https://www.daz3d.com/sy-invisilights-iray

    Can confirm that all three work great for me; take a look at the product pages and see what you feel would be best for you. 

  • CAV_18687CAV_18687 Posts: 123
    edited September 2025

    SilverGirl said:

    I'm still figuring out lighting, so my process is trial and error and I'm not even vaguely advanced enough to try making my own. 

    I have these assets and flop between them depending on what I need, and then play around with the lumens until it lights as much (but not more than) I want it to.

    https://www.daz3d.com/iray-ghost-light-prop-kit

    https://www.daz3d.com/invisi-lights-ghost-lights-and-light-profiles

    https://www.daz3d.com/sy-invisilights-iray

    Can confirm that all three work great for me; take a look at the product pages and see what you feel would be best for you. 

    That's a very helpful product list, thank you so much for taking the time, I will check out your links too!

    Post edited by CAV_18687 on
  • CAV_18687CAV_18687 Posts: 123
    edited September 2025

    felis said:

    Or see this https://www.daz3d.com/forums/discussion/609556/creating-a-ghost-light-daz-studio-4-21-1-26#latest

    Thank you for this link, I'll check it out, its definitely exactly the kind of thing i'm looking to collate here in the thread....

    Just to add to the original request with some reassoning...   ...I'm already aware of how to make a true ghost light in terms of what would be understrood as a ghost light accross multiple 3D software communities i.e an emmissive primitive that has a very low cutout opacity, in turn meaning the light itslef as well as being invisible also casts no shadows as a result (along with other properties, perhaps we will come to make a comprehensive list of comparatives in this thread?).  The purpose of me bringing this up is just that it feels like an area that can be tapped into, progressed/expanded upon and the core principle can transfer to other creative lighting solutions, so I was trying to put the feelers out as to what as a community we are understanding to be a ghost light, since I noticed some ghost light products, although 'camera view to render' invisible, also do not have a low cutout opacity, which means they do actually cast shadows which technically is a different, although closely related emmissive object - so that notion led me to wonder what else the community is using and understanding to fall under the umbrella of the term 'ghost light' - It feels like there is a lot of potential worthy of time spent gaining education, since the use cases are already brimming with potential with just the two variants I've mentioned here....

    Any and all additions and examples very welcome, lets tool up our arsenal with lighting solutions and tips and techniques for this extremely valuable and somewhat elusive area of lighting...

    Post edited by CAV_18687 on
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