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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 10 10:34 am)



Subject: SpotLights C'm On!


Robo2010 ( ) posted Fri, 14 October 2005 at 11:02 AM · edited Mon, 10 February 2025 at 12:51 PM

file_296525.jpg

I can not figure out, why these spotlights on the right (Arrow) will not turn on. I move em around, change the angle start/End, Dist Start/End, and I do not get any results. I move them as well, thinking maybe the mesh has something to do with it..(I dunno). I am trying to get em to work like the ones on the left, that are pointing on the wall on right. I need those lights on the right to point at the wall on the left. But I need them to turn on, so I can adjust.


ockham ( ) posted Fri, 14 October 2005 at 11:18 AM

Does the wall on the left show up at all? Even with ordinary (infinite) lights? Sometimes Poser 6 will show a surface as black regardless of lighting. In that case, checking "Normals Forward" in the Material room for that wall will usually make it show up.

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Robo2010 ( ) posted Fri, 14 October 2005 at 1:09 PM

yeah..it does..I even moved the lights that are on the right..to the left side, and they still do not turn on.


Robo2010 ( ) posted Fri, 14 October 2005 at 1:23 PM

file_296526.jpg

Ok..I delete the lights on the left. Now the lights on the right turn on. What gives?


mateo_sancarlos ( ) posted Fri, 14 October 2005 at 1:26 PM

Try turning off the lights on the left, add a ball prop, then move it around the lights on the right until it shows up, so you know where they're pointing.


stewer ( ) posted Fri, 14 October 2005 at 2:07 PM

Oh wait, this only the preview, right? Will they show up when rendered? OpenGL cards have a hardware limit of how many lights they can use, my card for example limited to 8 lights. They will still be there when rendered. To see them all in the preview, switch to SreeD instead of OpenGL, SreeD doesn't have a limit for the number of lights.


kuroyume0161 ( ) posted Fri, 14 October 2005 at 2:11 PM

My thoughts exactly, stewer. You will be hard pressed to find an OpenGL preview with more than 8 lights.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


ockham ( ) posted Fri, 14 October 2005 at 2:19 PM

file_296527.jpg

Just for fun, I tried building a similar setup in P6. It seems to work OK, so I don't think you're running into a natural limit on number of opposing spotlights or whatever. Above is preview, below is render.

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ockham ( ) posted Fri, 14 October 2005 at 2:23 PM

Hm. Guess my picture proves the point about the Open GL, doesn't it? (I'm so accustomed to lights not showing up correctly in preview that I didn't even see it as a problem....)

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Robo2010 ( ) posted Fri, 14 October 2005 at 4:25 PM · edited Fri, 14 October 2005 at 4:27 PM

file_296528.jpg

I do have it on SreeD. I guess my limit is 9 lights. And I have a total of 14 spotlights. I see them working now, after a render. Since I am not able to see the lights on the right in the preview. Positioning em, isn't going to be easy, even when using the shadow cam. I like how the lighting is shown on the roof (Top right). Trying to get it the same on Top left. Oh..I also like to use atmosphere (Volumetric lighting). I decided only to use 2 (Lower front) to give the dusty air look. Any suggestions?

Message edited on: 10/14/2005 16:27


Robo2010 ( ) posted Fri, 14 October 2005 at 5:03 PM

Ah..thats ok for the Volumetric lighting. I had to refresh my mind. I got it together. Will show a render when done.


Robo2010 ( ) posted Fri, 14 October 2005 at 6:32 PM

file_296529.jpg

Did a render using the Volumetric lighting. Here is my results for now. Still adjusting.


xantor ( ) posted Fri, 14 October 2005 at 7:05 PM

It looks great so far.


KDoug ( ) posted Fri, 14 October 2005 at 8:54 PM

Lookin' good, Robo! I do feel like the bright area on the floor in front of the mech makes it look a little like it's floating, but that's my only real complaint.


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