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Subject: Dungeon Lighting Kit 1 Now Available at DAZ!


_dodger ( ) posted Sat, 18 January 2003 at 5:31 AM · edited Tue, 04 February 2025 at 5:02 PM

Attached Link: Dungeon Lighting Kit 1 on DAZ3d

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Hey, all -- for all of you who have been waiting for this -- the first instalment of my Dungeon Lighting Kit set is now available on DAZ! For all of you who have no clue what I'm talking about, this is a prop and posable prop set with trick-volumetric lighting, pseudo-omnidirectional lights, artificial gravity, and all sorts of nifty glowing things (for which, may I say, I'm rather well known *bows*). 30% off introductory price -- $13.96 down from $19.95


_dodger ( ) posted Sat, 18 January 2003 at 6:20 AM

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_dodger ( ) posted Sat, 18 January 2003 at 6:21 AM

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_dodger ( ) posted Sat, 18 January 2003 at 6:21 AM

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_dodger ( ) posted Sat, 18 January 2003 at 6:21 AM

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_dodger ( ) posted Sat, 18 January 2003 at 6:22 AM

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_dodger ( ) posted Sat, 18 January 2003 at 6:28 AM

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And let's not forget the blinking firefly.


SAMS3D ( ) posted Sat, 18 January 2003 at 8:07 AM

Hi Dodger, I have a question, I would love these, do they illuminate in other software, like Vue....Sharen


tonymouse ( ) posted Sat, 18 January 2003 at 8:19 AM

I'll be getting it, but on a side note/question did it get tested in P5?? Cuz I know the fire settings to look right need to be different but I have never been able to get them quite right.


_dodger ( ) posted Sat, 18 January 2003 at 10:02 AM

SAMS3D: I don't have Vue, so I don't know how much of the Poser import functions work and how much don't. The 'pseudo-omnidirectional lights' are Poser figures made using spotlights as body parts, with ERC to control all the lights at once through the BODY and the angles and positions of the lights, as well as their angle attenuation, set specifically to avoid hotspots where they overlap. However, if I'm not mistaken, in Vue you can simply drop a real omnidirectional light into the scene where you want. The ambience and such should work fine if Vue's Poser import works correctly on materials. The Artificial Gravity effect works by using an invisible ground plane prop set at the logical top or bottom of the Poser UNIVERSE and as wide as the UNIVERSE itself and pointing the part at it. For instance, the flames on the gravitic torches remain pointed 'up' because they are pointing at a prop called 'The Sky' and set to be really wide and really long and really high. I have no idea if Vue pays any attention to Poser's 'Point At' functionality or if it has any of its own. Tonymouse: I included P5 materialled props for everything in it's non-fancy form (i.e., the vanilla props, not the self-lighting and gravitic ones) in the package I sent off to DAZ. Since in P5 you can ssve out a meterial seperately, you can simply use the materials from the vanilla ones on the non-vanilla ones. I built the firefly afterwards and since I don't have P5 myself (a tester built the P5 copies) I wasn't able to provide them a P5 copy of it. They asked if I had one, and I had to say 'no.' I don't know if they left out the P5 stuff or if they included it without the firefly or if they opened up the fiefly and saved it out as a P5 version, and I think I'll have to wait until Monday to find out since DAZ doesn't seem to have do email over the weekends. However, it's not much of a problem because I can tell you how to fix the ambience on all my volumetric glowing stuff, free or non-free, in one easy shot: Poser 5 added an Ambient Strength control. Poser 4 takes the Ambient Strength from the luminosity of the ambient colour. To make P5 behave like P4, you set the ambient strength to match the percent of 240 (the max luminosity in the windows colour picker) that the ambient colour is. For instance, something in P4 with a 50% grey ambient colour (120 luminosity, 0 saturation, any hue) would use a 50% ambient strength. Since my glowing stuff all uses an ambient colour or white, there's no math needed. Just crank it all the way up to full strength. I don't have Poser 5, but I think that's either '100%' or '1' in the controls.


_dodger ( ) posted Sat, 18 January 2003 at 10:06 AM

I misspoke myself: the Firefly abdomen and the alchmical potion materials have non-white ambient colours. However, they are full saturation colours and so an ambient strength of 100% should work fine on them as well.


HeavyRay ( ) posted Sat, 18 January 2003 at 11:52 AM

Congrats on your first Daz product, Dodger!! I just purchased this lighting kit - very nice!!!
I hope that this is just the first of many lucrative projects for you, and that you can become 'filthy' rich (or at least make enough to be "comfortable")

Ray


HeavyRay ( ) posted Sat, 18 January 2003 at 11:52 AM

Congrats on your first Daz product, Dodger!! I just purchased this lighting kit - very nice!!!
I hope that this is just the first of many lucrative projects for you, and that you can become 'filthy' rich (or at least make enough to be "comfortable")

Ray


_dodger ( ) posted Sat, 18 January 2003 at 12:50 PM

Attached Link: How to make my glowing stuff work in P5

Thanks, Heavy. For any P5 users: GraphicFoxx has been kind enough to make up a tut on how to set up the ambience for my lightsabres in P5. The flames on the Dungeon Lighting Kit items use the same technique as the lightsabre blades, so this will work for them as well. As a note (which I'm getting the impression wasn't included in the DAZ release of my product, form some of the message I've received) -- the pesudo-omnidirectional lights *aren't intended for* and *aren't guaranteed compatible with* P5. Some people *have* gotten them to work in it, but they're not made for it. Nerd has mentioned that he's working on a P5-compatible pseudo-omnidirectional light, but I don't know how far he;s gotten with it.


pdxjims ( ) posted Sat, 18 January 2003 at 2:09 PM

ARRGGGGHHHH!!!! I got them to use the psuedo-omnidirectional light in P5! Daz should have mentioned that they aren't guaranteed compatable on the offering screen. Anyone know how to get them to work in P5? They look so cool, and the props make it worth the money, but I need it to work in P5.


_dodger ( ) posted Sat, 18 January 2003 at 2:48 PM

From what I can tell -- and don't quote me on this -- 1) the pseudo-lights don't work as expected because of the P5 crosstalk fix messing up the ERC (lights weren't expected to be used as body parts at CL, I guess) 2) the pseudo-lights can be adjusted in P5 if you set all 14 sub-spotlights indivudually, but that can be a serious pain in the bum. 3) the L (and GL) props -- the ones with lights built in -- have the light settings already on (as opposed to the 6 bonus omnis which start out off) -- these should work at their default settings (and a super hero has rendered this picture in P5 using, from the lighting, what HAS to be the omni included, though he didn't do the P5 ambient flame/lightsabre blade thing so the candle gives off light but doesn't seem to have a flame. 4) While this won't allow you to animate the light, it will work for still renders -- the ERC is needed to be able to animate the light, however, either through the light colour/strength or through the attenuation. Or you can optionally: a) rotate the light for some very subltle flickering or b) adjust the sub-lights themselves for animated light flickering* * this means the light itself, not the flames, etc attached to it.


_dodger ( ) posted Sat, 18 January 2003 at 2:51 PM

How odd that I'm selling fire -- and putting out fires. (Facial expression: Worry Left = 1, Worry Right=1)


pdxjims ( ) posted Sat, 18 January 2003 at 3:16 PM

Dodger, I've got the free Omnilight from lesbentley from freestuff here. It also uses an ERC control. You might want to look at it. It works in P5 fine. There are differences in how the light behaves though. For the time being, I'm using it instead. I'm going to try to analize the .cr2 and see what the differences are between yours and it. Interesting problem... (grin) Something else to play with.


thgeisel ( ) posted Sat, 18 January 2003 at 3:24 PM

Yes, lesbentleys free lights work for me in p5 too.


tonymouse ( ) posted Sat, 18 January 2003 at 3:42 PM

Hey Doger You might want to be careful about those worry setting you might want to try (Facial expression: Worry Left = 1.10, Worry Right=.85) It will look artificial if you are too symmetrical in your concern. ;) BTW love the pack, Glad it is finally out. Got any ETA on the next installments?? Not like you life is busy or anything.


SAMS3D ( ) posted Sat, 18 January 2003 at 3:59 PM

Well dodger, I am going to go get it soon, this is a great pack and thank you for your great work on it. I have Poser 4, Pro Pack and Poser 5, and it will work in one and I don't care, it is great. Sharen


_dodger ( ) posted Sat, 18 January 2003 at 4:38 PM

file_41878.jpg

Image above is NOT part of the Dungeon Lighting Kit 1 available now on DAZ. It's a teaser for one of the two followup sets! SAMS: most of it will work in all of 'em. I'm working on arranging to put MT5 files up for the glowing stuff in Free Stuff. tonymouse: the other two are in the worls and both are over half finished. They will probably be released Back to the Future style, with the second and third episode being released almost at the ame time. Right now I'm having frustration with modelling the mediaeval stone fireplace and that's slowing me down, plus I'm working on another project, but fear not, the crystal balls and morphing metal torches and such that I have teased people with are on their way! thgeisel and jims: I'll ask Les about that, to see what he did differently. We actually found ourselves developing ours in tandem and influences each other -- search for Omni int he Poser Technical forum and you'll see. The extra omnis and gravitons in the DLK are, however, intended as *bonus* items and the omnis included mainly because the crosstalk problems with light-figures aren't solved with a null loader, and aren't meant to be the main focus of the package.


_dodger ( ) posted Sat, 18 January 2003 at 4:51 PM

Just a note on the release seperation: The Dungeon Lighting Kits are a trilogy. I'm not 'saving the best for last', nor am I planning on making the other two shoddier. I've divided up the items as evenly as possible so that each contains some set props, some personal items, and so on. There's a potion-type-thing in each. There's a cooking-type-fire in each, there's a candle lighting fixture in each, and so on. And I've divided the items up into three groups other than shape, too. These are 'cool', 'neat', and 'useful'. 'Cool' means the item just has an amazingly striking visual appearance like the Aether Generator in DLK1. 'Neat' means it's nifty -- you can play with it for hours, like the Firefly Jar in DLK1. Useful of course means it has a lot of practical application in the average fantasy dungeon delving scene, like the torch and bullseye lantern in DLK1. I've done my best to, and think I've succeeded in, making everything at least two of the three, if not all three. The Firefly Jar isn't the most useful thing in the world, I'll admit, but it's visually striking and fun to play with. Hey, I made it and had fun playing with it, and I should have been sick of it by then! The Aetheric Capacitor isn't the most fun to play with -- you can't be engrossed by it for ages, at least I can't. But it's really visually striking and judging by the number of Frankenstein's Lab images I've seen done, quite useful, too. I've balanced the other sets this way, too, and I've discarded and started from scratch on one or two (you haven't seen those I did that to and never will) because they didn't have two of those three reasons to exist. So trust me, the next instalment in the trilogy will not be a flop sequel riding on the coat-tails of this one, nor will it make you wish you'd just waited for it instead. I may not be the most tactful guy in the world, but I do know how to market pretty well and I'm making sure that the entire set of kits will be on par for excellence with one another!


Crescent ( ) posted Sat, 18 January 2003 at 5:44 PM

Question - can you have two torches in the same scene or do the faked omnilights interfere with each other? (If they do interfere, no biggie - it's easy to composite in Photoshop.) Thanks! Cres


_dodger ( ) posted Sat, 18 January 2003 at 5:57 PM

The faked omnilights will interfere with one another sort of -- rather, the second set will 'steal the light' from the first. In P4, though, the 6 bonus omnis will work and can be placed in a scene all together (though this means over 100 lights if you do!) and they will not interfere with the ones on the torches. Another thing that will work as a workaround: both a Gravitic-Lit and a Lit torch are included, and the two will not interfere with one another because I set the light names differently. You can load up the grvitic-lit torch and the non-gravitic lit torch, then load up the 'Up' prop and pointthe non-gravitic torch's flame at 'The Sky' and both will be gravitic and lit and will work together.


_dodger ( ) posted Sat, 18 January 2003 at 5:59 PM

As a note to everyone: I am signing off for the evening. I can answer further questions but it will be 8 or so hours before that happens. If you'd like, you can email me at dodger-at-dodger-dot-org too, though I may answer here instead especially if the question is one that people should see the answer to.


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