How do you light tight, close spaces?

Like inside a closet, or coffin and such?

I have some props that elements come off or can be made transparent for the camera to get in, but how do I get a crawl space well lit?

Like if my character rummages under the bed?

In post, there's a simple adjust brightness, exposure, gamma even.

I'll have ambient light on and my skydome poppin - but how do I adjust the TOTAL brightness of a scene?

If I use a light source it usually feeds off the shadows casted from elements - like light coming through a window...

Any Daz (render + lights + environment) settings, I'm missing or (product) ideas?

 

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,770

    Add more diffuse lights - such as from panels from the Ghost Lights set, or make your own by adjusting the Cutout Opacity - then use tone Mapping in Render Settings to darken the result to get the look you want. Or just wait a log time for the render to covnerge using indirect lighting.

  • Griffin AvidGriffin Avid Posts: 3,779

    This product? http://www.daz3d.com/iray-ghost-light-kit

    I don't remember buying this. This COMES with Daz 4.9 or ....or....

    Looks QUITE handy, thank you agian, sir.

  • AtiAti Posts: 9,143

    It doesn't come with Daz, but it's on sale today! (Sitting right in my cart, as well. :))

  • PA_ThePhilosopherPA_ThePhilosopher Posts: 1,039
    edited March 2017
    avxp said:

     but how do I adjust the TOTAL brightness of a scene?

    I have found that I use the "Tone mapping" section quite frequently now, especially the last four sliders; "Crush Blacks, Burn Highlights, Saturation, and Gamma." These dials, along with your exposure value, can go a long way to adjusting the shadows and brightness of your scene. 

    I also recommend using mesh lighting with an opacity of ~.00001 to make them into a Ghost light.

    -P

    Post edited by PA_ThePhilosopher on
  • Griffin AvidGriffin Avid Posts: 3,779

    It must have been one of those times when I was eaves dropping in on a conversation and fixed a problem before I had it by buying this. lol

    I went heavy on antfarm today and I snagged Iray Rain.

  • ToborTobor Posts: 2,300

    To make your own "ghost light":

    1. Create a new plane primitive, with just 1 division. A 1m by 1m plane is fine.

    2. Select the plane in the Shaders tab, and apply the general Iray Uber shader.

    3. Turn it over 180 degrees (Z rotate), so that the "normals" point down.

    4. Change the X and Z scale so it's the size and shape you want, and position it just under the ceiling, or whatever top surface.

    5. Apply the Emissive Iray shader.

    6. Change the Glossy Color from white to a mid gray, to help minimize fireflies (bright white specks).

    7. Turn off 2-sided light. (With the plane "facing down" it will act to light from above, in just one direction -- faster rendering this way.)

    8. Change the Liminosity Units to cd/cm2, which means candles per centimeters square.

    9. Dial in a *low* amount -- start at 25. You can adjust this later to get the brightness you want. Because you're using cd/cm2, the light output stays the same per square area of the surface, and you can use reasonably low values for luminosity.

    10. To more accurately select the color, set Emission Temperature to 0, and dial in the desired Emission Color. As long as it's not straight black, the surface will emit light.

    11. Manually enter 0.0001 for the Cutout Opacity.

    Sounds like a lot of steps, but these settings help to minimize render time. You can save your shader as a preset for the next time.

    To use mesh lighting be sure you're rendering in Photoreal Mode (it's in one of the Render tab panels). That's the default, but if it's set to Interactive, your emissive surfaces won't cast light.

  • RuriRuri Posts: 50

    Hi Tobor,

     

    "6. Change the Glossy Color from white to a mid gray, to help minimize fireflies (bright white specks)."

    Always wondered where this came from.

     

    "10. To more accurately select the color, set Emission Temperature to 0, and dial in the desired Emission Color. As long as it's not straight black, the surface will emit light."

    Never figured this out....didnt know the default 6500k will block the emission color.

     

    Thanks for pointing it out.

  • ToborTobor Posts: 2,300
    Ruri said:

    "6. Change the Glossy Color from white to a mid gray, to help minimize fireflies (bright white specks)."

    Always wondered where this came from.

    Fireflies can be caused by lots of things. This is just one of them, and is particularly common in D|S because the Base Color channel on the default Iray shader is pure white. Almost nothing in the world is pure white (even snow!). so not only can it cause a problem for Iray, it's not all that realistic, either.

     

  • ToborTobor Posts: 2,300
    Ruri said:

    "10. To more accurately select the color, set Emission Temperature to 0, and dial in the desired Emission Color. As long as it's not straight black, the surface will emit light."

    Never figured this out....didnt know the default 6500k will block the emission color.

    The color isn't really blocked, just "combined" with the emission color. This is how Daz wrote the materials definition script. When the color temperature is >0, Iray calculates the light from both its color temperature and emission color. When the temp setting is 0, the extra "black body radiator" calculation (https://en.wikipedia.org/wiki/Black-body_radiation) is bypassed, and only the emission color is used.

     

  • RuriRuri Posts: 50

    Ok, thanks. I didn't know the exact technical term to use, merely the observation that when I combine 6500k, with say a very strong emission yellow, it ends up as a very light yellow tint. So I just assumed the temperature is overriding the emission setting (but didnt thought of setting it to zero so that emission become the dominant setting).

     

     

     

    Tobor said:
    Ruri said:

    "6. Change the Glossy Color from white to a mid gray, to help minimize fireflies (bright white specks)."

    Always wondered where this came from.

    Fireflies can be caused by lots of things. This is just one of them, and is particularly common in D|S because the Base Color channel on the default Iray shader is pure white. Almost nothing in the world is pure white (even snow!). so not only can it cause a problem for Iray, it's not all that realistic, either.

     

    Ok, there are many instances where some G2F hair has some ultra white specs on specific camera angle. I think the problem is more prominent on non-iray hair. I will try to revisit some scene and see if the base color is pure white. Changing it to a slight grey might help the situation, I suppose?

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