Mon, Dec 23, 8:36 PM CST

Renderosity Forums / DAZ|Studio



Welcome to the DAZ|Studio Forum

Forum Moderators: wheatpenny Forum Coordinators: Guardian_Angel_671, Daddyo3d

DAZ|Studio F.A.Q (Last Updated: 2024 Dec 19 7:58 pm)



Subject: Is there a quick way to set all my lights to raytrace shadows?


Pedrith ( ) posted Thu, 22 August 2013 at 5:47 PM · edited Mon, 23 December 2024 at 2:13 PM

Hi.  Is there away to quickly set all my lights to raytrace the shadows instead them creating a separate shadow map?  I know that you can do it one at a time but I'm using fashion lights or lightdomes and I don't really want to change 90 lights by hand.

I'm using the latest version of Daz Studio Pro on a mac running OS X Lion.

Thanks,

 

David


Razor42 ( ) posted Thu, 22 August 2013 at 7:29 PM

If you select all of the lights in the Scene tab then go to parameters/shadow you should be able to change the parameter for them all at once.

90 lights all set to ray trace will take quite a while to render tho. Depending on the scene of course.



animajikgraphics ( ) posted Thu, 22 August 2013 at 10:28 PM · edited Thu, 22 August 2013 at 10:29 PM

I take it you're not doing animation!  That many lights will slow most renders to a crawl.

Personally, I don't see the need for that many lights. If they're placed properly, you should be able to create a light-rig with far less lights, to achieve what you're after.

BTW, the tip from @Razor42 above will work on any parameter with multiple items.  I have used it with cloned items using "SendInTheClones" Pro plug-in to change the same parameter on multiple items.

-AniMajik



FatCatAlley.net | Now Playing "SpaceCat 5" Parts 1 and 2


Hiro.P ( ) posted Thu, 22 August 2013 at 11:16 PM

Not only that but the shadows will often conflict depending on the image. If they don't conflict due to them being small lights like candles, the shadows often won't make an appreciable difference but will take forever to try and render.


AdeyMack66 ( ) posted Fri, 23 August 2013 at 2:49 AM · edited Fri, 23 August 2013 at 2:49 AM

in a scene at most you only need 9 lights :)


Pedrith ( ) posted Sat, 24 August 2013 at 9:37 PM

Thanks for the help and advice.


Hiro.P ( ) posted Sat, 24 August 2013 at 10:26 PM · edited Sat, 24 August 2013 at 10:29 PM

Pendrith, here's a quick setup you might be interested in that gives pretty good results. Load the UberEnvironment base and set it up for a low level ambient that also gives you your Ambient Occlusion. After loading the base, set it to 4x High, then in the properties, adjust the light level down to something between around 30% - 60% usually (varies depending on what you are doing.) Consider setting the color to a light off-white with a slight bluish cast. Put in a distant light for outdoor scenes and call it sun/moon... This is your key light. Set it appropriately, and consider a light off-white slight yellowish cast and turn on ray traced shadows for it. Set the softness depending on the scene. For indoor lights, the setup can vary considerably, but generally there will be one key light, set with ray traced shadows, other lights you might want ray traced shadows on but usually not. I rarely set more then one light to shadows, but sometimes you do want to. Just realize, the more lights set to cast shadows, the more potential conflict between shadows and the longer the render time. To cut down on conflicting shadows, it's often a good idea to soften them up considerably if they aren't the main light. I hope this helps.

*side note, lights in DS that don't cast shadows will go through solid objects, so if you have a light inside something and it bleeds out where it shouldn't, you might need to turn on shadows for that light.

Btw, if we are off-base and you know what you want to do and all of our advice is not really helpful, then sorry.. good luck either way :)


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.