object as only light source
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Hi everyone :), quick question about Daz Studio.
can i create an object as the light source (and the object giving off the light not show up in the render...only the light it's giving off shows) the same way its done in..well almost every modeling app with a render engine..WITHOUT..the use of plugins or third party solutions?
the same way i've done here.
again I know how to get it done thru lux render/maxwell render and every other rendering plugin solution...im trying to get it done in Daz WITHOUT a 1 click solution, if its possible ...thank you :)
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Light-Sphere-test.jpg
609 x 600 - 124K
Post edited by TheDarkerSideOfArt on
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Yes, adjust the ambient on the sphere and select a color you want it to glow.
so basically the same way...thank you
I dont have studio installed (new PC) but need to create something by monday so just wanted to make sure it did do it cause times ticking..lol
thank you very much
A minor correction. Ambient does NOT make an object cast light, which is your intention. It merely means the object will be bright regardless of the lighting conditions. In your first post you said you wanted an item to cast light, so there are two ways to do this.
The first is to use the UberAreaLIght shader on the object in question. This has a 'fantom' option which makes the actual surface invisible, but allows the light to be cast. Note that there is no camera glare in 3Delight so don't expect a big white orb to show up either, just the effect of the light on surrounding surfaces.
The other option is to use a point light at the place you want the glow. Linear Point lights can also be given a falloff so that it doesn't interfere with other lights too much.
thanks. in that image above the "sphere" isn't actually there (only the lighting was there..it was placed (painted after the fact) onto the render) I guess not a real good example of what i meant to ask..this is exactly what i mean..on this test render (done elsewhere) i placed a sphere where the flame is which rendered the lights,yet did not show the sphere..hope that made sense..
try this http://www.daz3d.com/forums/discussion/14536/ Use an Area Light Sphere and use the Fantom setting to hide the Sphere and still have it emitting light.
Something like this? LinerPoint Light used here...
Just a quickie for example, no Ambient fill light added to soften...
That only works for me in Poser. I have convert things to area lights to get that done in DS.
Thanks everyone,I'm actually installing Daz studio at the moment on a new system and thats all,will play with it in a few
(I normally use Poser to render or render out in Maxwell render or menatlray..but im almost 100% sure i can just do the same in Daz Studio..with a little work maybe..but still get it done without 3rd party solutions..so thats kinda my mission to transition slowly but surely to daz studio 100%
will try all advice's in a few..
thanks
It emits light in Poser
It emits light in PoserAmbient does not emit in DAZ Studio Frank, that is why we have the Uber Area Shader. To do the same thing.
Ambient surfaces can be used to light a scene combined with uberEvironment2 in Bounce Light mode, as here - though as you can see, the quality settings need to be turned way up (this was with the highest quality preset, the sphere was white ambient at 100%).
Ambient surfaces can be used to light a scene combined with uberEvironment2 in Bounce Light mode, as here - though as you can see, the quality settings need to be turned way up (this was with the highest quality preset, the sphere was white ambient at 100%).
I didnt see uber anything till i just now unistalled, then just reinstalled everything from my product library page
Hmm.. I never tried the Ambient and Uber combo like that Richard. will note that down.
I did something like suggested. Place a "Primitive" sphere in a scene as an orb (or your case the candle flame). Then I set it to less then 100% opaque (Opacity Strength), so the light and stuff behind the orb (or flame) is somewhat visible. Real flames are not completely opaque, lol.
Then the light is a simple "point light". The color of the light, and the shadow can be set separately, to give it more realism, then my beginner attempts. (And that is basic lights, I have not dabbled with the "Obber" stuff yet)
Also the 'scale' of the light (parameters tab) will adjust the size of the light source wire-mesh-sphere-thing...
The primitive sphere (or flame) will diminish the light intensity if the point light is in the sphere, I compensated for this by putting the light just behind the sphere from the intended point of view.
(edit)
The sphere in the screen-caps also has the Reflectivity (further down in the "Surfaces tab) cranked way up to give it that glass ball look. You may not need that for a basic flame.
And an example where I needed to make the point light larger 'scaling' for it to work in a staff.
The light-beem is a primitive sphere stretched out using the x,y,z scaling instead of the over-all scaling (Parameters tab). Same consept of the translucent (Opacity strength) was used here.