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Try using the texture for the ball as the colour in the Emissive channel and lower the Luminance until you get the light and the texture showing. To turn a 3Delight object into an Iray one select the surface and use the Iray Uber Shader.
Here is a thread from 2016 about making a prop emissive. It has an illustrated workflow. Note that in that example, I put the prop texture file in both the Emission Color and Luminance. I don't think it is necessary to put it in the Luminance channel.
@ Fishtales
Thanks! Pulldown menu & load file is there for a reason eh?
So easy once someone else points it out! D'ope...
@ Barbult
Does the bump map matter? In testing the 'glowing' volleyball, I noticed that file MIA, so I put it back.
With so many props out there-- no one "recipe" then?
I did the screenshot before you posted. If it's inaccurate or misleading will remove it.
Meanwhile, guess I better shut up. Don't want to come off as trying to hog all the attnetion or be "Mr. Expert" or anything.
@ Everyone
Best wishes for February!
--Bruce
---
Edit: weeding out old imgur files. PM missing links.
@Tynkere
An easy way to find any missing maps is to load any map that is loaded for an object and load it into any maps you think are missing then click on that image and choose Browse which will take you to the textures folder for that object and you can look for any missing maps.
If you lost the bump map, maybe that happened when you applied the Emissive shader. If you hold down the Control (Ctrl) key before double clicking to apply the Emissive shader, you can prevent existing image maps from getting removed. When the dialog pops up, Choose Selected and Ignore. That prevents the Emissive shader from removing your image maps from the surface.
Daybird, thanks for writing. I like your suggestion of moving the lights on the 2 women forward. Will give it a go.
@Tynkere,
I like the new format for the monthly challenge. I would value input concerning lighting. Thanks for checking out my entry
A little tighter view.
Maybe a fog would help?
The lighting looks pretty good, as long as the dragon is your emphasis. My eye is drawn right to it. I'm curious; what is your reason for wanting to add fog?
I think you've cropped a little too closely. We now see only a partial left hand. It doesn't look right to me to have her hand cut off at the finger joints like that. Consider adjusting the aspect ratio to get a wider view. I wonder how it would look as 16 by 9. Would that be too wide?
@ Fishtales and Barbult
Thanks. Copy, paste, and print out. Into a 3-ring binder it goes!
@ Gallows
Changed material of staff again, or my imagination? Darker color looks much better imo.
Tend to agree with Barbult about cropping & maybe widening aspect ratio. Then again don't know what you have in mind. If want to keep present dimensions, scale dragon down ever so slightly, and have room to pan camera to the right a bit? Get rest of hand that's holding staff?
@ RA
Thanks. I’m always hesitant to comment like I’m playing CV or something. “Mind your own beeswax!” sort of thing. :)
Feel free to tell me anything you see on my stuff. More feedback I get, the better!
Anyway, guessing you’re in ‘concept’ stage so who cares if characters are floating. Assume you’ll get around to that when tidy up. : )
Nice mix of different color lights on the two actresses. Character on right seems to be walking away like she doesn't like what the other one has just said?
“Well! I never!”
Character on left seems to be like, “Hey... I was just sayin’...”
Good expressions on them.
You lost me on the real ‘eye catcher’ though-- the empty rectangle of light in the middle.
Be very interested to see what you end up doing with it!
best
--Bruce
Here's version i. All that was done is changing some settings on the fire to try and get a little more illumination in the main area.
Looking pretty good. What is causing the dog tags guy to have such inflated shoulders?
Title: "Raider of the Lost Lands" (a.k.a. A really bad time to run out of bullets)
Programs: Daz Studio, Bryce 5.5 (background image), GIMP
Credits:
Genesis/ Michael 5 by DAZ Originals
Clothes: M5 Casual Male (pants and boots); M3 Winter Jacket by Kotaro; Sickle Fingerless Gloves by Sickleyield; Cowboy Hat by Wilmap's Digital Creations
Deep Delver Freebie Machete and Torch by Sickleyield
AR-15 Tactical Rifle from Firearm Pack by ARTCollab and Sarsa
Carnotaurus by Herschel Hoffmeyer
Ruins by JeffersonAF
Monument #2 by Joe Kurz
Jungle Hideaway by ARTCollab (plants and grass)
Quetzalcoatl statue by DarkSpark2099 (downloaded from Thingiverse)
Jungle Background elements by Lyne's Creations
Suggestions and critique greatly welcome. Thanks in advance.
Two versions for your critiques:
As you can see from version 1, I have gotten the rubber duck to glow - but without additional light sources, I can't seem to get much else in the render visible. I tried adding some ambient light and a few strong spotlights to her face, but everything just flattens her out.
My second attempt is from another angle. My idea was to use Marshian's volumetric light to get a nice "god ray" effect around the figure. What I got was a glowing duck in a bubble (the volumetric prop). And, of course, I have somehow added far to much light to the whole scene... *sigh*
Comments and advice appreciated!
@Chameo That's a cool lighting setup. I'll have to remember that. I just learned something new. :)
@LaPetiteVerita If it were me, I'd turn down the emission on the duck because, with the emissions that high, you've lost some of the definitions of your duck. I'd add a couple of planes (create new primitive>plane) above her head and to the right and left of her and set those to emit some low-level diffuse light. If you get the settings correct, they won't cast shadows but you'll have some added light to your scene so the duck will stand out more and you won't have to add so much extra light to your scene. I'm not sure what's going on with the volumetric light to give the bubble effect without seeing your scene setup and settings.
You guys are all doing great so far. I love seeing your progress. :)
Bruce, thanks for the feedback. The rectangle in the center of my scene is just the sunset showing through an entryway in one of the Dystopian blocks. But I can see where it needs some geometry to provide context. Great catch.
Re: your scene, the only comment I could offer concerns color. I have noticed 3D artists producing highly realistic scenes that somehow don't come together; the elements all feel props with no coherence.
One of the causes is lack of unified color palatte; randomly inserting shades and tints, mixing cool and warm colors. For yours, either the wall could be a base for the scene palatte or the pink hat could.
Otherwise, I enjoy seeing your iterations and really like the concept of impending danger that you captured with the menacing shadow.
RA
Tried to tweek the dogtags last night, so here's version j.
Glad I'm not in his boots. The thumbnail alone was enough to give me the chills, good start.
Edit- I'd recomend that you use DOF to focus on the explorer and the Carnotaurus he's looking at. It might be tricky though, but give it a try if you have a chance.
@ Cathan
Glad you posted. Had missed you from last month.
So Bryce can do that? Pretty cool! Will have to look into it.
Lot of fun picking out the little details. Almost didn't catch the stone monuments-- nice touch. Like dino in foreground. Not only bad time to run out of ammo, but he'd better be quick with the machette!
@ LaPetite
Yeah that's tough because didn't realize the distance between her face and duckie until you posted second shot. Hope you solve it!
@ RA
Love talking about stuff like this. Hope I don't end up sounding like a snot or a dweeb!
Is the green text on the sign throwing you off?
Almost everything in the scene (except clothes and sign) is a variation of red-- skintone, hat, wall, utility box, & book
On the color wheel, the opposite of red is green, so I picked that color for text on the sign-- maximum contrast.
I was going to have "01" on the utility box as high contrast too, but distracting. Figured people would either notice and make the connection ("One + "M" could mean... ) Or they won't notice at all. : /
Anyway, very interested in what's bothering you about it.
Text on the book?
Anything that distracts from the 6 main elements in the image needs to go!
@ Shinji
Not sure what else you can could do at this point which makes it interesting. Kind of liked the dogtags when 'flat' on his chest, but that's just me... Cool tribute to WW-II vets BTW.
Thanks Tynkere, I can't think of anything else to do in the remaining week as well. Here's hoping that my uncle and grandfather are seeing what I've done this month, and liked it. (I also hope that if my uncle sees it, he finds the easter egg.)
@KnittingMommy - I've got a render cooking along the lines you suggested. We'll see how it turns out. And I used planes, not just tools from a product! I feel like the training wheels just came off.
Speaking of products, here's my setup for AtmoCam, screenshotted in wireframe preview mode. The camera itself is highlighted in yellow, and the bubble is the circle prop (I can't remember the actual name) that comes with the camera.
Edit: Current render - lighting sources are the duck and 3 planes
Your thoughts have really helped me refine. I looked back at the start and liked it the best. I wanted it simple.
D...DOF...
Just when I'm kinda sorta (not really) getting the hang of IRAY, Shinji Ikari 9th makes a scary challenge. But I'll give it my best. Thank you for the feedback an suggestions. I like the illumination cast by your campfire. Your image has a cyberpunk post-apocalyptic theme (one of my fav genres). The cyborg's (?) eyes are freaking me out. They must be war buddies for the other guy to be so relaxed. Really nice.
Thanks, Tynkere. I'd hoped to post earlier this month, but... procrastination...
I couldn't find an appropriate (i.e. free) HDRI map for IRAY, so I made the background image in Bryce 5.5, resized it in GIMP, then replaced the backdrop plane texture of JeffersonAF's ruins (its a big terrain prop I found on Renderosity). I wish Bryce 5.5 had the ability to make HDRI IBL maps.
Your image gives me the feeling of a film noir mystery (another fav movie genre). Like someone's trying to get in the way of the heroine's attempts to solve the mystery.
@Tynkere , again your image is wonderful; especially for this challenge. Your use of shadow conveys everything.
Red can lean toward the orange (yellow), or toward the purple (blue).
If, for example, your wall is a shade of red that leans toward the orange/yellow, perhaps the the sign could also lean that way, whether by adjusting the red, or by giving the spotlight an orange cast.
Switching the blue clothing and book for warm greens or tans would likewise be complementary.
RA
Ok, no much improvement, but this is it for now. Last entry, for this month, from my side.
Looks like the beast is getting ready to belch a fireball at her. BTW what did you use for the beast?
Just the Xerr Monster https://www.daz3d.com/xerr
I think, it was once a freebie in one of the DAZ studio versions, or I'm wrong?
Ok here I go, I have always struggled with lighting, but I think (and I hope you agree) I'm getting better. The image I submit was so hard, I wanted natural lighting yet I had to colour the front end, I did not want the emphasis on the eyes because, deep down, there has always been something dark behind Buffys, the background has to look corridor type but strong enough to show the detail, the point lights should emphasis the knucles but, again, not make them the focus, I have worked so hard on this image and I really can't see myself improving what I have... So here is my Buffy, she is a G8F model that has taken me sooo long, I hope you all like it and espcially the lighting,
I've been working on a second render for the month, playing with different kinds of lighting, and I've slipped back into my genre comfort zone - light magical fantasy. This one is actually three separate renders, with all the work but one step done within the Studio. One render uses dome and scene lighting, with spots, an emissive plane, Epic godrays and a distant light; one uses scene only with the same light setup (minus the godrays) and different settings, and the third uses sun-sky only, with a camera as the sun node, and an emissive surface on one of the pieces. All three scenes use the same background and setting - Woodland Realms Playset 1.
The first scene:
The second scene:
The final composed scene:
Title: The Golden Hour
For the final scene, I used the two previous renders as the base color on a circular plane, then inset each plane into a very scaled-up milk bottle cover, positioned them, and added a few more elements to the scene. The "reflection" plane is emissive, with a pale yellow-gold color, and the same image used in the diffuse overlay color, emission color and luminance settings. - oh, I used GIMP to flip the "magic" render vertically and horizontally so I could match it up properly with the scene it's "reflecting" - my 5-year-old granddaughter pointed out that it's not a reflection if it's not the exact same.
Sorry didn't see the jpeg rule, and I should add... One scene, one render, all inside dazstudio 4.10 using IRay renderer, not photoshopped in anyway or anything else.
Sorry don't know how to post an image either, other than as an attachment!