Abatement - need help with light SOLVED

HeraHera Posts: 1,958
edited December 2015 in The Commons

Hello!

I asked about this a while ago, but cannot for my life find the original post again, so sorry but I have to ask again. I have this product called Abatement http://www.daz3d.com/abatement and it comes with a preset of light which I cannot get to work.

I do like this (using 3D light as it is a night scene):
* I load abatement into a new scene
* I load the abatement night light scene
* I render

And then I assume there's supposed to be some light in the scene, the lanterns supposed to be lighted, right? But they don't. And there's no nocturnal feel to the image as in the promos. So I wonder what I'm doing wrong.

 

 

Post edited by Hera on

Comments

  • mjc1016mjc1016 Posts: 15,001

    Since the promos that show the night scene are labeled Iray...that's the first thing.

    You are using Iray for the renderer, right?  Because if not, then the lights would need different settings.

    If you are using Iray, you aren't using 'Dome only'?  'Scene and Dome' or 'Scene only' should be the environment choices.

    What about tonemapping...by default the tonemapping is set for a bright, daylight render?  If the tonemapping is wrong and the camera headlamp is on (not all lights register as lights and turn it off). then you will be having it light the scene...and not even notice if the low level night lighting is on or not.

     

  • HeraHera Posts: 1,958

    No, as I say, since it's a night scene I'm making I'm using 3D light. And among the Abatement scenes there's one called "Abment | Lights Night" and that's the one I'm trying to get to work.

  • LeanaLeana Posts: 12,766
    mjc1016 said:

    Since the promos that show the night scene are labeled Iray...that's the first thing.

    You are using Iray for the renderer, right?  Because if not, then the lights would need different settings.

    The product page lists "2 3Delight Light sets (Day and Night)", and the first few promo shots are also night scenes without the Iray label.

  • mjc1016mjc1016 Posts: 15,001

    What kind of lights is it loading (Point, area)?  And is the render 'daylight' or totally dark?

    I don't have this set, yet (it's one I was wanting but haven't gotten yet)...if someone else, who may have it or Jack  doesn't pop in, I'll go ahead and get it and see if I can replicate what you are/aren't getting.

  • HeraHera Posts: 1,958

    It loads an überenvironment light, and an endless amount of invisible spheres and headlight blockers. Those spheres are located by the lanterns but they don't emitt any light or cast any shadows, so I imagine there's something else I have to do to get them to work but I cannot figure out what. And what all of those blockers are good for is more than I can't tell. I've never used those in my regular renderings.

  • mjc1016mjc1016 Posts: 15,001

    It's because UberArea light doesn't register as a 'light'...they are supposed to deal with the headlamp on the camera, but with the update to the cameras (auto shutoff for the headlamp) things can get confusing.  Try adding a 'standard' light to the scene and then remove the blockers.  Then turn the standard light to a very low setting (like 1%).

  • The spheres probably have the uberArea shader applied. You need only oen headlamp blcker, though the others aren't hurting anything.

  • mjc1016mjc1016 Posts: 15,001
    edited December 2015

    Yes, each of the spheres is a light...there are 20 of them.

    The UberEnvironment light is also loaded and the EnvSphere it loads has the Ambient on white/100%.  Even though it is set to be invsible in the render, it will glow like crazy in the viewport. 

    Is this more of what you are after?

    I ditched all the blockers (you could leave 1...20 of them is a bit of overkill), shrank the size of the light spheres down to 10% (you could probably go up to 20 or 25% without the sphere being outside the lamp), put the opacity to 3% on them and then turned off the limitis on the Ambient strength for them (gear, Use Limits, uncheck).  I then set the strength to 5000% (yes...but that's because the Opacity is so low).  Set the color to the same as the light color (I made it a bit more orange than yellow, but the yellow it loads at is fine)

    I also killed the Ambient on the EnvSphere, set its Diffuse to an almost black very dark blue and turned Visible in Render on (if you have a 'full' scene you can dispense with that).

    abatement_2.jpg
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    Post edited by mjc1016 on
  • mjc1016mjc1016 Posts: 15,001
    edited December 2015

    Then for this one...

    I flipped the UE over to Bounce, added a light fog and changed the spheres back to 0% opacity and cranked the ambient up on the bulbs (didn't notice that there were bulbs in the lamps at first).  That, of course, upped the render time...

    One of the main things to play with, for overall light levels would be the UberEnvironment.

    abatement_9.jpg
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    Post edited by mjc1016 on
  • mjc1016mjc1016 Posts: 15,001
    edited December 2015

    And this one I just turned off the UE and bumped up the fog a little more...

    abatement_10.jpg
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    Post edited by mjc1016 on
  • HeraHera Posts: 1,958

    Thank you all!

    In the end I ditched all the pre-set lights and used classic point-lights in the lanterns instead + turning the bulbs into ambience 100. That sped up the render time considerably too.

    As a matter of fact I seldom use pre-set lights, but this one looked so great in the image, and when I got nothing like it in my renders I wondered what I had done wrong.

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