Properly applying emissive shaders to make objects give light

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  • Richard HaseltineRichard Haseltine Posts: 102,805
    BeeMKay said:

    Also, for the plane, the green arrow is supposed to point towards the object you want to light. But in your image, the red arrow is pointing forward. Would you mind sharing your parameter settings for the plane?

    DS allows planes to be created with any orientation - and I think if they use a negative axis the normals can point away from the gizmo arrow, which is why a suggested trying Two Sided.

  • razmalazzrazmalazz Posts: 12

    The plane and sphere are just the defaults that are created in Daz, and so the sphere is just a standard grey. There is no environment lighting though so it appears black because I was hoping the plane would light it. The plane is definitely orientated the right way but I have also tried it with two sided with no effect. I will check the glossy colour later it should just be the default colour, I did chang the glossy roughness to 1 so that I didn’t get confused by the plane reflecting on the sphere, but that didn’t have any effect on the light.

  • BeeMKayBeeMKay Posts: 7,019
    edited June 2018

    When you create the plane as X Negative, it will not emitt light, no matter wht you try. Create it x positive, it works.

    I usually create my things y positive, I never had that problem.

    Can you try, when you create a plane primitive again, to create it with the positive version instead of the negative one?

    Post edited by BeeMKay on
  • razmalazzrazmalazz Posts: 12

    Yes, I will :) thank you for your advice

  • razmalazzrazmalazz Posts: 12

    Thank you everyone that has posted a reply, this forum has been a great help. Ok, so I'm not quite sure what happened but I made a new scene with two plane primitives, one x positive, one x negative and as was said the x positive one worked. What is strange though is that when I went back to my actual scene where the emitters weren' working they now all of a sudden were, so somehow it fixed it. Hopefully it shouldn't arise as an issue again but I'm just happy it's working for now.

    Thanks again!

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