Novica & Serene Night's Renders, Tips, Tutorials & Product Reviews Part 1

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  • NovicaNovica Posts: 23,887
    edited August 2013

    Novica’s Lights To Try And To Tweak! (TTATT)

    TTATT #1

    So let’s start with ONE SPOTLIGHT! What will your scene look like with JUST ONE highlight from the left side of the image? Mine uses a dull bluish gray for a very dark night scene.

    This light set combination is:
    1 Spotlight

    TITLE: (Put this in your title if you use this set) TTATT #1

    Weapons At Night #1
    For these first examples:
    This is with dark clothes and a dark skinned figure. It is Josh (love the guy without any tweaking!) with Benjamin for M5 (African American) material set. Clothing is Way of the Shinobi. If you have a dark background, this is how yours should appear. A lighter background will of course show the spotlight in different ways. (TIP: If your spotlight lights something that you don’t want lit- put another spotlight on that unwanted area to cancel it out.)

    I left the second hand without the weapon stretched out so you can see the lighting if you were to put something in that hand. I didn’t pose it for a grip, so you can see how far the light extends. I also need to focus on lighting as this dude is here for that purpose.


    Spotlight 1
    So, this is if you have the light coming from the direction he / she is looking and where the action is.

    Location: From our left. What does this light do?

    1.This keeps the bottom legs in shadow and puts the emphasis on the upper body, on the left side of the scene (as we look at it. Keeping this simple.) With lighter clothing, there is a nice, dramatic difference in the bottom of the legs where it starts glowing near the thighs.
    2. Gets the spotlight on BOTH hands!

    IMAGES 1 AND 2 ARE THIS LIGHT- WITH AND WITHOUT THE MASK..

    Coordinates: (XYZ translation) -148.80 / 172.66 / 127.35
    Coordinates: (XYZ rotation) -6.32 / -44.69 / 00

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 200/191/180 (Yes, a medium gray! You should play with a light blue, too)
    Intensity 94.4%
    Spread Angle 60.31
    Shadow Softness 77.8%


    IMAGES 3 AND 4 ARE THIS LIGHT- WITH AND WITHOUT THE MASK. THIS IS THE SAME LIGHT WITH A DIFFERENT INTENSITY, SO YOU WOULD STILL LABEL IT AS TTATT #1. This just shows you what you can do with a brighter setting.

    Everything the same but intensity of Spotlight 1 is 175%

    TTATT1bb.jpg
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    ttat1b.jpg
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    TTATT1aa.jpg
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    ttatt1a.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    Novica's Lights To Try And To Tweak! (TTATT)

    TTATT #2

    So let's now showcase a Linear Point Light light that will soon be used with TTATT #1 We'll do it by itself for this TTATT. We're going to go above the figure using a Linear Point Light for the overhead light and frankly, I'm not seeing these used very often- the light presets I just reviewed didn't have very many at all!

    This light set combination is:
    1 Linear Point Light

    TITLE: (Put this in your title if you use this set) TTATT #2
    Weapons At Night #2

    Linear Point Light
    Location: From above and slightly (very slightly) in front of the figure.. What does this light do?

    1.This still keeps the bottom legs in shadow and puts the emphasis on the upper body, on the left side of the scene (as we look at it.) That's why it works so beautifully with TTATT #1. (As you'll soon see.) With lighter clothing, there still is a nice, dramatic difference in the bottom of the legs where it starts glowing near the thighs.

    2. Gets the spotlight on BOTH hands!

    3. And now- look at that sword glowing- and you did it from ABOVE!

    4. At the lower end of the intensity (the first two photos) it makes an EXCELLENT shoulder fill light!

    Coordinates: (XYZ translation) -51.50 / 669.72 / -160.60
    Coordinates: (XYZ rotation) NONE
    Scale 100%, Point At NONE

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 255/255/255
    Intensity 150%
    Shadow Softness 68.4%
    Shadow Bias 1.00
    Falloff Start 0, Falloff End 1046.37

    Will post TTATT 2 with the higher intensities in the next post. It will still be TTATT 2.

    TTATT2aa.jpg
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    TTATT2a.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    TTATT #2 continued

    These images are still TTATT #2, without and with the mask. The intensity is below. This just shows you what you can do with a brighter setting. (And use it more often- look at these results! I was very surprised at how very few light sets use this as an almost directly overhead factor! Does nice as a filler, and varies greatly depending on the clothing and the pose.

    Everything is the same but the intensity of Point Light 1 is 361.5%

    TTATT2b.jpg
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    TTATT2bb.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    Novica's Lights To Try And To Tweak! (TTATT)

    TTATT #3

    So let's now showcase that same Linear Point Light (TTATT #2, overhead/slightly to the front) and use it with Spotlight 1 (TTATT #1 coming from our left) BOTH AT THE BRIGHTEST INTENSITIES TESTED. What a nice combination. We will get the glow of the sword with some of the light for the face (which was missing with the overhead light.) Only one example is shown, you can lower or raise the intensities from here.

    This light set combination is:
    1 Spotlight
    1 Linear Point Light

    TITLE: (Put this in your title if you use this set) TTATT #3
    Weapons At Night #3

    When these two work together, it's magic for only TWO LIGHTS.

    ********************************************************************
    Spotlight 1 (TTATT #1)
    Coordinates: (XYZ translation) -148.80 / 172.66 / 127.35
    Coordinates: (XYZ rotation) -6.32 / -44.69 / 00

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 200/191/180 (Yes, a medium gray! You should play with a light blue, too)
    Intensity 175%
    Spread Angle 60.31
    Shadow Softness 77.8%

    *********************************************************************
    [Linear Point Light (TTATT #2) :
    Coordinates: (XYZ translation) -51.50 / 669.72 / -160.60
    Coordinates: (XYZ rotation) NONE
    Scale 100%, Point At NONE

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 255/255/255
    Intensity 361.5%
    Shadow Softness 68.4%
    Shadow Bias 1.00
    Falloff Start 0, Falloff End 1046.37

    TTATT3.jpg
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    TTATT3mask.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    Novica's Lights To Try And To Tweak! (TTATT)

    TTATT #4

    To really get you going with lights, I'm taking you down the USE THREE DIFFERENT KINDS in one render route.

    You're about to see the option of adding a Distant Light to your Linear Point Light (overhead, slightly forward) and Spot Light (left)
    THIS LIGHT IS LOCATED LOW TO MEDIUM HEIGHT OFF THE GROUND so we'll be adding light to the pants as well as the entire left side.

    The set of TTATT #4 will have both of the previous sets at their highest intensities. We will be adding to that and changing only the Distant Light so you can see a range of light from that.

    This light set combination is:
    1 Spotlight
    1 Linear Point Light
    1 Distant Light

    TITLE: (Put this in your title if you use this set) TTATT #4
    Weapons At Night #4

    ********************************************************************
    Spotlight 1 (TTATT #1)
    Coordinates: (XYZ translation) -148.80 / 172.66 / 127.35
    Coordinates: (XYZ rotation) -6.32 / -44.69 / 00

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 200/191/180 (Yes, a medium gray! You should play with a light blue, too)
    Intensity 175%
    Spread Angle 60.31
    Shadow Softness 77.8%

    *********************************************************************
    [Linear Point Light (TTATT #2) :
    Coordinates: (XYZ translation) -51.50 / 669.72 / -160.60
    Coordinates: (XYZ rotation) NONE
    Scale 100%, Point At NONE

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 255/255/255
    Intensity 361.5%
    Shadow Softness 68.4%
    Shadow Bias 1.00
    Falloff Start 0, Falloff End 1046.37

    ************************************************************************
    Distant Light Left (TTATT #4)
    Coordinates: (XYZ translation) 1.17 / 3.41 / 0.58
    Coordinates: (XYZ rotation) -8.25 / -38.39 / 0.00
    Don't change any other defaults.

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 229 / 243 / 255 light blue. Also try pink: 255 / 218 / 196
    Intensity 47.7% As this increases, the light on the jaw increases, moving to OUR right toward his ear.
    Shadow Softness 55.2%

    TTATT4aa.jpg
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    TTATT4a.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited December 1969

    Distant Light Left (TTATT #4) Continued

    All settings the same, increase the intensity to 96.0% for the Distant Light Left. You can see on this how it particularly helps if the character is wearing a mask. Again, note the spread of light across the face toward the ear.

    TTATT4bb.jpg
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    TTATT4b.jpg
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  • NovicaNovica Posts: 23,887
    edited August 2013

    Some things to remember about TTATT sets 1-4.

    TIP: Leave your character at World Center- but ROTATE IT INTO AND AWAY FROM THE LIGHT. Really nice variety of light results. You can get more or less of a highlight along the edges, how much is in shadow, etc.

    This is demonstrated on an African American male. Lighter skin types need lower settings.

    This is demonstrated on dark clothes. Masks will make a huge difference in what you need to light the face.

    This is demonstrated in a dark setting, without any surrounding objects.

    These sets feature the hot colors such as a ruddy complexion, orange glow. Simply switch to blues to get a moonlight appearance, a colder look, a pale blue outline (such as what you get with UE2) The next sets will feature more of the blue so you can see how that actually looks.

    This shows you some lower and higher intensities so you would know what to expect in those ranges. It is not necessarily what I would recommend, it's a starting point in some cases, and other times, would be fine to use. It will save you a bit of time experimenting. The important thing is THE LIGHT PLACEMENT.

    And, there's more lights to come- to be used in conjunction with these (and lowering the intensities of TTATT 1-4 to accommodate the newcomer lights) and to be used in pairs and trios such as this first set of three.

    It's going on 8am, I've given you enough to digest and try. Also need to continue posting the art studio tutorial and not leave those folks hanging that wanted to see that. A busy week ahead on the thread!

    We are getting the rain from that tropical thingie in the Gulf Of Mexico- Pensacola FL and Mobile AL through Dothan AL are in the crosshairs- five to six inches since yesterday late afternoon here and POURING. Up to 4 more inches coming (all day and night they've now said, so maybe more.) Hopefully not a sign of things to come when it's hurricanes. Haven't had one since 2005 (and we had two Category 3's in 9 months.) Going to get some sleep, it's a good time for it! Nova has hay from last night and is in the barn snug and dry.

    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    Novica's Lights To Try And To Tweak! (TTATT)

    TTATT #5

    We'll switch over and use blues so you can see how darker grays will "distance" the hand which is going back with the sword, and it reduces the warm colors of the face.

    Using TTATT #3, which is Spotlight 1 (coming from the left and lighting the lower and mid legs) and the Distant Light (overhead, slightly forward) we are adding Spotlight 2. Spotlight 2 is also from the left, above Spotlight 1, but focuses on the face.

    This light set combination is:
    2 Spotlights (both from the left side)
    1 Distant Light

    This is one of my favorite combinations for subtle and for directional lighting. I like the blues. The hands both stay well lit and action of the figure is easily seen but it can be very a very subtle figure when you lower the intensities. That second spotlight is focused on the FACE so you have a lot of leeway in how much of the body you want to show by using the other two lights. Which intensity do you prefer?

    There will be two intensities shown, as well as the mask/ no mask. The only changes from the original setups will be in bold for you. I am not changing light locations, spread angles, shadow softness, etc- but always check the intensities and colors to see if they are in bold.

    TITLE: (Put this in your title if you use this set) TTATT #5
    Weapons At Night #5

    ********************************************************************
    Spotlight 1 (TTATT #1)
    Coordinates: (XYZ translation) -148.80 / 172.66 / 127.35
    Coordinates: (XYZ rotation) -6.32 / -44.69 / 00

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 200/191/180
    Intensity 67.6%
    Spread Angle 60.31
    Shadow Softness 77.8%

    *********************************************************************
    Distant Light Left (TTATT #4)
    Coordinates: (XYZ translation) 1.17 / 3.41 / 0.58
    Coordinates: (XYZ rotation) -8.25 / -38.39 / 0.00
    Don't change any other defaults.

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 229 / 243 / 255 light blue.
    Intensity 36.5% This is LOWER so the light will move AWAY from his ear, comes back toward the left.
    Shadow Softness 55.2%

    ********************************************************************
    Spotlight 2 (NEW TTATT #5)
    Coordinates: (XYZ translation) -145.61/163.78/200.68
    Coordinates: (XYZ rotation) 3.01/-36.55 /0

    (Copy and paste this section and post your changes. Do not change any of the XYZ coordinates above!)
    Color: 114/144/157 (much bluer than Spotlight 1)
    Intensity 63.8%
    Spread Angle 30.87 (note is more focused on one area)
    Shadow Softness 34.3% (a lot lower than previous ones)

    The next images will increase Spotlight 2, our newest addition. It is still TTATT #5.

    TTATT5aa.jpg
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    TTATT5a.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    TTATT #5, Continued

    The intensity of Spotlight 2 (on the face) has been increased from 63.8% to 118%

    TTATT5bb.jpg
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    TTATT5b.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    Novica's Lights To Try And To Tweak! (TTATT)
    TTATT #6

    TTATT #6 is using TTATT #5, showing you the power of the Distant Light when it is increased. Use the low settings for the other two lights (given for convenience, below.) Nothing else changes on them. Refer to TTATT #5 if you need coordinates, etc for any of these lights.
    Note how the back foot stays in shadow, which lends depth to the scene, while the lower front of the legs becomes much more prominent that previous light combinations. That is because this distant light is above, but slightly forward, of the figure.

    Masked figures benefit from more fill light, especially if they are dark. (And what ninja wants to wear a light mask when sneaking through the night?)

    This light set combination is:
    2 Spotlights (both from the left side, on the low settings from TTATT #5)
    1 Distant Light (Increased from TTATT #5)

    TITLE: (Put this in your title if you use this set) TTATT #6
    Weapons At Night #6

    ********************************************************************
    Spotlight 1 (TTATT #1)
    Intensity 67.6%

    *********************************************************************
    Distant Light Left (TTATT #4)
    Intensity 102.4% This is higher, so the light moves toward his ear

    ********************************************************************
    Spotlight 2 (NEW TTATT #5)
    Intensity 63.8%

    The next images will further increase the Distant Light to show you those effects. It is still TTATT #6

    TTATT6aa.jpg
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    TTATT6a.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited December 1969

    TTATT #6, continued

    All lights stay the same except the Distant Light is increased from 102.4% to 150%. You'll see a bolder figure that really shows the legs well, but the back foot remains in stark contrast in back. You're still getting that nice dark shadow running the length of the hip/thigh/leg on our right as we view it.

    When the back foot stays in shadow, it adds to the feel of action, even if the feet aren't striding with great purpose. The more distance between the legs, the more light /detail you'll lose in the back leg which adds nice contrast. This isn't as subtle as the previous Distant Light at 102.4%, this is more of a "in your face" type of dude. The distant light continues to help showcase the mask.

    Note the hands though- you'll lose detail on that hand on our right when this is increased to this extreme.

    TTATT6bb.jpg
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    TTATT6b.jpg
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  • NovicaNovica Posts: 23,887
    edited August 2013

    Now for a treat- let's take our Josh/Benjamin ninja to The Roman Bath so you'll see what happens when using these lights with something more than a really dark background. I put in a terra cotta vase, chose this set for the light and dark colored tile, and light colored furniture. (I put in a bench in the background and you'll note the loss of detail with some of the higher intensities.)

    I moved him in front of a medium dark painting which has detail so you can note how much of that gets lost with each light set.
    No comments about composition or I will simply smack you! I moved the set so his arms didn't align with the horizontal background line, and made sure the sword tip wasn't on top of the light square, but I didn't want to change the camera angle at all so it's the exact same view you've had- so that made all composition go out the window. You're lucky he's not in the POOL. (Note the water in the bottom left corner.)

    What to look at: I put a container low on the ground in the bottom left, the vase in the upper left, the bench in the upper right- so watch what those do as I gave you various heights. You can see the shadows cast and the variable softness.

    These lights won't work the same in any two settings- so don't look at a scene and think the light is too bright or too dark and dismiss it. If this dude were on a totally white tile instead of standing in a dark brown patch, you'd get a totally different impression of the lighting.

    I will post the TTAT #6 that we just did here and we'll work backwards, so you can see the lights diminish in scope. Fun! I will NOT be repeating details other than the intensities involved. I WILL link to the TTAT.

    And don't ask me what a ninja is doing at a Roman Bath. If you had this set, you wouldn't HAVE to ask- everyone wants to go there! (Get it on your wish list, I'll be doing a review on it shortly! The props included- goodness! All in this scene are from the Roman Bath.)

    NO OTHER LIGHTS EXCEPT MINE ARE USED!!!!

    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    TTAT #6 Roman Bath
    Coordinates/Setup Information: (Uses TTATT #5) http://www.daz3d.com/forums/discussion/19756/P1170/#408331
    The dark background renders will be the next post after that, if you want to compare with this.

    First Image:
    Spotlight 1 (TTATT #1)
    Intensity 67.6%

    Distant Light Left (TTATT #4)
    Intensity 102.4% This is higher, so the light moves toward his ear

    Spotlight 2 (NEW TTATT #5)
    After TTATT #4, remember, this light was changed to much bluer.
    Intensity 63.8%

    **************************************************************************************************************************
    Second Image:
    Distant Light at 150%. Be aware of loss of detail on light colored objects (scroll of bench) and their location. Do also be aware of the glow on that hand on our right. Depending on your pose, it may be too bright for any outstretched, raised hands.

    TTATT6bRoman.jpg
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    TTATT6aRoman.jpg
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    Post edited by Novica on
  • AJ2112AJ2112 Posts: 1,416
    edited December 1969

    Hi Cathie, latest render looks awesome :cheese: Will have to try, creating this scene.

  • NovicaNovica Posts: 23,887
    edited August 2013

    TTAT #5 Roman Bath
    Coordinates/ Setup Information: http://www.daz3d.com/forums/discussion/19756/P1170/#408331
    Also has the dark background renders if you want to compare with this.

    First Image:
    Spotlight 1 (TTATT #1)
    Intensity 67.6%

    Distant Light Left (TTATT #4)
    Intensity 36.5% The previous set was 102.4% and 150% You'll see the difference! Note the detail in the white bench scroll. So try to find something between this intensity and the higher intensities that will work for your white objects to keep the details (if you don't like the scene this dark.)

    Spotlight 2 (NEW TTATT #5)
    After TTATT #4, remember, this light was changed to much bluer.
    Intensity 63.8%

    **************************************************************************************************************************
    Second Image:
    Spotlight 1 and the Distant Light Left are the same.

    Spotlight 2 Intensity increased from 63.8% to 118%. Remember, this spotlight is above Spotlight 1, on the face. Among other things, look at the face, neck and sleeve.

    TTATT5bRoman.jpg
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    TTATT5aRoman.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    HOW TO RECREATE THIS EXACT SCENE
    Keep ninja at world center. Load the set.

    Click (holding down your CRTL button to select all) in Scene (so you can move the SET and get this exact background) the following:
    a. Roman Bath Group
    b. RB_ Interior Group
    c. Water

    Move them to these coordinates:
    XYZ TRANSLATION COORDINATES: -448.13 / 13.13 / 846.06
    XYZ ROTATION COORDINATES: 0/0/0

    This is important- if you do this, this scene with my really nice render settings will still render in about six minutes! I want you to shut off (turn off the eye in Scene tab) ALL the objects except these. I will also tell you the coordinates to move the bench and containers to so they will be in this scene exactly as placed. About 98% of this set should be turned OFF, lol! (It's huge!)

    Open up (click on white arrow pointing down) RomanBathGrp and keep ONLY these:
    (go 11 items down) doorA1
    (4 down from there) doorframesA_1
    (10 down from there) floor 1
    (8 down from there) poolwalls_1 (you'll need the poolfloor and poolholds if you move your set at all as the pool will show more)
    (1 down from there) sidewalkA_1
    go all the way down to end of list to paintings, keep paintingA_1

    Open up RB_InteriorGrp and keep ONLY these:
    bench_6 Move to coordinates: XYZ translations: 583.08/-2.64/-1149.39 (geez!) Rotation is all 0's.
    vase2_2 Move to coordinates: XYZ translations: 538/ 0 / -848.19 Rotation is all 0's
    vase6_1 Move to coordinates: XYZ translations: 145.09/ -2.64 / -1159.03 Rotation is all 0's
    water n/a

    That's ALL you need! Renders like a charm, ultra fast.
    BE SURE AND TURN OFF RB_LIGHTING to test mine. You can turn it back on and twiddle with it and add to mine, but I'd like folks to get a feel for this setup first and particularly for those who are learning light placement.

    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited August 2013

    TTAT #4 Roman Bath
    Coordinates/ Setup Information: http://www.daz3d.com/forums/discussion/19756/P1170/#408061
    Also has the dark background renders if you want to compare with this.

    This one removes the highest spotlight (Spotlight 2) from the face/shoulder area, and inserts the Linear Point Light from above/slightly forward as the main lighting factor. The second set increases the Distance Light Left intensity.

    It quickly becomes obvious that bringing in high intensity lights from above may work okay for dark backgrounds, but not for lighter scenes. The loss of detail overall says it all- but especially that poor bench! It gets even worse when the second set increases the Distant Light left. Look at the bench and compare both images.

    First Image:

    Spotlight 1
    Intensity 175%
    Notes: Was 67.6% for TTATT #5 that you just viewed. That had the second spotlight helping it, compare it to this intensity by itself! The second spotlight was higher up and lit more of the face, and it is NOT present. However, this one has the Linear Point Light (above, slightly forward)

    Distant Light Left
    Intensity 47.7%
    Notes: was 36.5% for TTATT #5 that you just viewed.


    Spotlight 2 NOT USED
    Notes: was Intensity 63.8% for TTATT #5 that you just viewed.

    Linear Point Light (Above/Forward)
    NEW. Intensity 361.5% THIS IS THE BIG FACTOR IN THIS SETUP.

    **************************************************************************************************************************
    Second Image:

    All settings the same for Spotlight 1 and Linear Point Light. (It's still the main light factor.)
    However, increased the intensity from 47.7% to 96.0% for the Distant Light Left. This poor scene didn't NEED anymore light, be it a blue or not- but we are testing the exact same settings used for the dark scenes. This light is the low light on our left, remember?

    Stated previously in the dark version, "You can see on this how it particularly helps if the character is wearing a mask. Again, note the spread of light across the face toward the ear." Is it as noticeable in a lighter setting? Is there a difference at all? When you increase lighting, you eliminate detail in lighter areas, so always balance out the pros and cons of upping the intensities.

    I'm asking these questions BEFORE I even render this one, so I don't have the answers to those questions. You decide for yourself what the setting should be, somewhere between 47.7% and 96.0% is recommended in the dark scene renders. When testing, I felt it would lose too much detail going higher or lower. EDIT: And you can see this doesn't pan out at all in those ranges in the light scenes! (I'd go with 10% to start with)

    TTATT4bRoman.jpg
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    TTATT4aRoman.jpg
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    Post edited by Novica on
  • NovicaNovica Posts: 23,887
    edited December 1969

    TTAT #3 Roman Bath
    Coordinates/ Setup Information: http://www.daz3d.com/forums/discussion/19756/P1170/#408042
    Also has the dark background renders if you want to compare with this.

    In addition to removing the highest spotlight (Spotlight 2) from the face/shoulder area, the Distant Light Left (shining on the lower areas) had not been introduced yet. The Linear Point Light from above/slightly forward remained as the main lighting factor, same very bright intensity, so we know there will be problems with this lighter scene. Again, look at the washed out details. There was only one setting tested.

    Do go back and compare this with the dark scene renders. What a difference.

    First Image:

    Spotlight 1
    Intensity 175% (Same)

    Distant Light Left NOT USED
    Notes: was 47.7% and 96% for TTATT #4 that you just viewed.

    Spotlight 2 NOT USED

    Linear Point Light (Above/Forward)
    Intensity 361.5% (Same) THIS IS THE BIG FACTOR IN THIS SETUP.

    TTATT3Roman.jpg
    600 x 600 - 298K
  • NovicaNovica Posts: 23,887
    edited December 1969

    TTAT #2 Roman Bath

    Coordinates/ Setup Information:http://www.daz3d.com/forums/discussion/19756/P1170/#408013
    Also has the dark background renders if you want to compare with this.

    The Linear Point Light from above/slightly forward was the ONLY lighting source, and we're testing it on the lighter scenes at that same strong intensity 361.5% and by itself, but starting with 150%. Reducing it that much will definitely show a difference. Spotlight 1 which was the only other light in TTATT #3 has been removed.

    I am going to show you this one without the mask, because I see a LOT of potential with this one. Look at the detail in the background, particularly the bench. Turning back on some of the Spotlights and testing different intensities would make this a very nice render! I love the gleamy seams in the tiles. Remember, the lower spotlight would re-light the legs which is totally lost in this setup, and the other spotlight would do the face and upper body. I like that the blade is lit. This also has the "ninja" feel of stealth.

    Again, do go back and compare this with the dark scene renders.

    First Image:

    Spotlight 1 NOT USED
    Was 175% in TTATT #3

    Distant Light Left NOT USED AGAIN

    Spotlight 2 NOT USED AGAIN

    Linear Point Light (Above/Forward)
    Drops to 150% Was Intensity 361.5% which we will test on the second render. Will post separately.

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  • NovicaNovica Posts: 23,887
    edited August 2013

    TTAT #2 Roman Bath Continued

    Coordinates/ Setup Information:http://www.daz3d.com/forums/discussion/19756/P1170/#408013
    Also has the dark background renders if you want to compare with this.

    The Linear Point Light increased from 150% back up to 361.5%

    So for lighter scenes, the 361.5% still takes away the ambience and wipes out a significant part of the details on the very light surfaces. We lost the tile features and other details.

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  • NovicaNovica Posts: 23,887
    edited August 2013

    TTATT #2 The Linear Point Light With Different Pose

    One tip to consider- overhead lights can't be judged too harshly when you are using poses that take advantage of them. Chiara (albeit without hair and a quickie outfit that shows skin so you can judge the lights) looking upwards really takes advantage of the lighting. (Excuse the top, I had to "get her covered" quickly to put this here for easy comparison. She's almost exactly where the ninja was (but stretched out.)

    The first one is the Linear Point Light we just used in TTATT #2 at 150%. I know the 361.5% is going to be too high, so next is 245.3% intensity. That pushes losing detail in the tiles again. Anyway, you get the idea. Don't dismiss this light too quickly- any poses where there is upward action would benefit. And this is without ANY other lights assisting it! (Remember to add the two spotlights to the face.)

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  • NovicaNovica Posts: 23,887
    edited August 2013

    The Linear Point Light (TTATT #2) With Spotlight 1

    With the Linear Point Light at 150%, and adding Spotlight 1 at 131.9%, that Ninja is going to wish he hadn't left!
    Note the spotlight washes out the tile on our right. Simply adding another spotlight from the other side, or dropping a point light down near the surface, could easily darken it. Or, it adds to the dapple effect. Consistency is boring. It depends on what you HAVE in that spot, I only have tile.

    And this was accomplished with TWO lights. One linear point light, and one spotlight. It's not finessed (I would add more) but this is to show you a good starting point for these type of upward movement poses. (looking up, climbing up, reaching up, etc)

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  • NovicaNovica Posts: 23,887
    edited December 1969

    Spotlight #2 To Show You Where It Hits In Upward Poses

    Added to the Linear Point Light (at 150%) is Spotlight 2 at 200% so you'll know where it impacts before I mix it with Spotlight 1 (which is turned off.) This one is the upper light on the face, remember? It is a medium grayish blue light- so doesn't cast an intense light compared to the light blues.

    IMPORTANT: If I were doing this for a render, I would remember that THIS spotlight doesn't affect my tiles like Spotlight 1. (Look at the tiles!) So I would rely more heavily on THIS spotlight if there were very little differences in results. This spotlight with the Linear Point Light at 150% are very pleasing with the tiles.

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  • NovicaNovica Posts: 23,887
    edited August 2013

    The Spotlight 1, Spotlight 2, and Linear Point Light Trio (For A Lighter Scene)

    That ninja really doesn't know what he's missing, does he?
    Spotlight 1 is 76.1%
    Spotlight 2 is 99.2%
    Linear Point Light 143%

    I dropped the Linear Point Light intensity so there would be less light on the tiles. That said, if another light is lighting it up, it would make TOO much of a contrast. Keeping the other two spotlights lower helped keep the tiles a nice intensity. Spotlight Two went from 200% to less than half that amount at 99.2%. Spotlight 1 brought in the details on her stomach, her rump, thigh, and down that leg on our left. Note also her chest!

    I will post the image of just Spotlight 2 again (at 200%, from the previous post) so you can compare what Spotlight 1 brought to the table at only 76.1% and with these other two lowered due to Spotlight 1 helping out.

    This light set of three is fast and easy to tweak, and a lot of fun. Hope you can use it/ tweak it, add to it!

    First image, from previous post (Spotlight 2 at 200% again with Linear Point Light 150%. No Spotlight 1 to assist with lower body on our left) Second image, the wonderful trio of one point light and two spotlights.

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  • NovicaNovica Posts: 23,887
    edited August 2013

    It's Not Just Location, Location, Location- It's ROTATION!

    Using the same Trio light set from above...
    One tip that is very important- and you've heard no doubt- here's the proof. Get your characters posed before you do your lights. These lights don't work now because I simply rotated her and she is now directly facing into those spotlights. They are too bright. It LOOKS like a spotlight or two on her chest. If I had a change of plans about the posing, I could have been wasting valuable time if these lights didn't adjust. (But of course they do, just by changing the COLORS I could fix it. But I'm showing you intensity tweaks.) (Again, no composition comments! I limited it to rotation only. No camera angle adjustments.)

    That said, remember I mentioned rotating your characters to see if there are any "happy accidents." You MIGHT find a slight rotation or pose variation looks better BECAUSE of the lights. Just don't count on it!

    First Photo
    So, these first settings intensities were:
    Spotlight 1 is 76.1%
    Spotlight 2 is 99.2%
    Linear Point Light 143%

    So I'm playing at the moment. Let's test this:
    Second Photo:
    Changed due to rotation to:
    Spotlight 1 is 79.4% (increased)

    Spotlight 2 is 78.3% You want contrast and even though this is close to Spotlight 1, the Linear Point Light helps the UPPER spotlight area. It is lowered.

    Linear Point Light 130% Lowered.

    I have the added advantage of being able to switch back and forth quickly between the images, so I"ll just tell you to look at the upraised arm on our right, it has more detail, as does the little "v" of her throat/ collarbone area.

    So for the third one, because perhaps you're curious (as I am) about tweaking the COLORS, we'll cheat and digress from JUST intensities for a minute and play around.

    Spotlight 1 will be changed from 200/191/180 to 138 /132 / 124 and will be at 75.6% instead of 79.4%
    Spotlight 2 will be changed from 114/144/157 (much bluer than Spotlight 1) to 85/107/117 and upped to 82% from 78.3%
    Linear Point Light stayed at white

    So that balanced out the bright chest issue but still left some contrast, and I got the darker side of her body I was hoping for on OUR RIGHT- it adds more interest. Underneath her arm on our right is also darker which adds depth.

    We did lose some nice glow from the top of the thigh on the left though and the lighting of her face. When adding darker colors to balance out intensity, you do have to watch out for creating "mud" on other parts of the body. It doesn't bother me too much because the area is dark anyway, but if this were going to be a nice render, that hand on our right would have to get it's own point light or spotlight to remove some of that gray. It's coming from the dark color used on the chest. (Compare that hand with the previous renders.)

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  • NovicaNovica Posts: 23,887
    edited August 2013

    Bringing in an old pal...

    Well, the trio (without changing my camera angle or her World Center pose which for the purposes of this tutorial I don't want to do) needs a bit of help. Re-enter your Distant Light Left!

    Now, to help train your eye for when YOU have these challenges, I will give you what changed, but YOU look at these images side by side and get your eye trained to spot what changed for better and for worse. Neither of these are acceptable. Here's the tweaks:

    First image/ Second image:
    Distant Light Left: 23.6% / 27.9% (low, left but slightly upward)
    Linear Point Light: 85.3% / 95.5% (overhead and slightly in front)
    Spotlight 1: 55.2% / 47.7% (center of body, chest, some of face. The main "problem" light with brightness)
    Spotlight 2: 42.9% / 35.9% (above Spotlight 1, more of the face and neck)

    So look and see where the glow left, areas lost detail due to either brightness or low intensity, etc. There are SEVEN lights in this set that I use, 3 distant lights which includes TWO on the right which easily tackles these problems, another spotlight which I wouldn't use in this case as it would be a frontal one (but might add to a side shot of the body if we were back with the ninja) But for now, try to spot the problem areas, learn to get critical and examine nooks and crannies. This means the tile, the bench, the pots, the content of the pot in front, the shadows, etc. Look at both intensity and color changes. There are parts of both of them that are better, and worse. This would need a LOT of work.

    BE SURE TO CLICK TO ENLARGE.

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  • NovicaNovica Posts: 23,887
    edited December 1969

    So you'd need to bring in other lights, and think creatively. If you can't get it to your satisfaction lighting from one direction, test the OTHER direction. You don't have to hit the figure with lighting from the direction they are heading. However, it makes a BIG difference as to whether they are wearing light or dark clothing, if the scene is light or dark, and their pose. (Looking up, down, over their shoulder back INTO the light, etc.) Chiara is looking to our left, and so is the Ninja, but what a difference the clothing makes in how the light shows up. Their skin tones also add to the "can't use this light for both of you."

    I added in a few lights, keeping all four of the ones you have, and remember I did not move them or change the camera angle to get a better view so my character was "stuck" so to speak for the tutorial. I changed the approach of the lighting to come in from the RIGHT instead of the left, see the pros and cons again of these- look for where limbs flex, muscles in the arms and legs, cleavage and swells, facial highlights, shadow softness or lack of it, etc. This isn't the view I would have rendered (remember this all started when I "rotated" for a supposedly quick comment, lol- but I'll post these "playing around" images so you can practice scrutinizing all the little nuances when you change settings. See what you like and don't like! Regardless, you'll see a big change from the previous ones! (I chose the outfit due to the amount of skin/ muscles/ ligaments, etc so you could more easily see results. The ninja was the "covered up dark" and Chiara is the obvious opposite.

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  • NovicaNovica Posts: 23,887
    edited August 2013

    In summary, clothing, skin tone, and pose drastically impact your lighting choices. You'll encounter different issues depending on the way the figure is turned, so experiment with rotation and camera angles to explore your best options. I definitely like the way I had Chiara originally due to the facial lighting, lack of shadow going across the face, and other details.

    Most of all, note the ninja and Chiara are under IDENTICAL lights. The white top is definitely a problem so far as keeping the fold details, but the ninja can barely be seen peeking through the mask! Dress your characters carefully because light and dark clothing require different approaches, particularly with any frontal lighting (as you can tell by Chiara's top.)

    That said, experiment when deciding whether to have your character face the light or whether to use directional lighting from the side as your key light (main source.) That helps maintain folds and details of light clothing (in addition to using Surfaces settings such as bump and displacement.)

    You'd never think these two folks were lit by the same light set.

    EDIT: These lights are the last ones I was experimenting with- they certainly are NOT the correct settings! Some of the other settings from when she was originally facing this way are much better- more dramatic, more details showing, etc. And the ninja's lower half has no details, etc.These are NOT viable render considerations, they are illustrating a point about clothing and lighting.

    http://www.daz3d.com/forums/discussion/19756/P1185/#408632 would be the one I would continue to work on, particularly the lighting of the chest, stomach, and bottom front of the leg extending forward..

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  • NovicaNovica Posts: 23,887
    edited December 1969

    In case you're curious, here's a light set that is with the Roman Bath that shows the exact location we were just using. I'll explore this set later for you. All I am seeing is "alternative lighting" and the group is all "on." This isn't very bright and I'll need to see if other lights come with it. Tired and need some sleep. :)

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  • NovicaNovica Posts: 23,887
    edited December 1969

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    Now, if you don't have V6 yet, but think you might want her later, and you know you want Girl 6, you'll save $12 on the items today and Girl 6 tomorrow. So in case you didn't get the code, it's GIRL-6, all one word.

    I'm shopping now and if I see any goodies I have that are really neat, I'll let you know (as always) Feel free to do the same, people appreciate knowing about products other folks have and use.

This discussion has been closed.