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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 08 10:28 pm)



Subject: So tell me all about lighting


ronknights ( ) posted Fri, 26 October 2001 at 10:27 AM · edited Sun, 04 August 2024 at 9:20 PM

file_225274.jpg

I'm still trying to figure out this entire lighting situation. All I've done in the past is to use whatever Light Poser gave me as a default..... I've noticed that in some situations it is not good to choose the render shadows options when rendering images. At any rate, I found the Sakari 3d lighting around here somewhere, and thought I'd try it. First, here is the image with the defaul Poser lighting.


ronknights ( ) posted Fri, 26 October 2001 at 10:28 AM

file_225275.jpg

Now here is a closeup using the same default lighting. I guess this is a bit dark?!


ronknights ( ) posted Fri, 26 October 2001 at 10:29 AM

file_225276.jpg

Here is a Render using Sakari's 3d lights, without any modifications.


ronknights ( ) posted Fri, 26 October 2001 at 10:31 AM

file_225277.jpg

Here is a closeup using Sakari's 3D lights. Is this a bit too bright? Should I do something to alter the lights settings? Is this the wrong type of situation for using these lights?


Valandar ( ) posted Fri, 26 October 2001 at 10:37 AM

Okay, Ron, here's the anser to lighting, from a former theatre and film person. 1:) There should be a single, brightest light in your scene. In an outdoors scene, it represents the Sun, inside it represents the closest light fixture. 2:) Directly opposite (from a top-down view) and on a slightly lower altitude (angle closer to the horizon) should be what's called a "Kicker" light - one that is dimmer than the main light, with a color tint to it appropriate to the mood you want. This should be the second brightest light in the scene, but no more than 2/3 as bright as the primary. 3:) There should also be from 2-3 lights called "fill lights", to simulate light that bounces around the scene, or Radiosity (as it's known in the rendering field). These should also be tinted, and no more than half as bright as the Kicker. 4:) For less dramatic, but more "realistic" lights, see REMC's tutorial on "Dome lighting". While producing amazing results, it slows down rendering time exponentially. Now, in a normal scene, the Main Light should be the only one with shadows on, but the shadow map should be set to at least 2048. Optionally, all the other lights can be set to shadows on, but set their maps to 256 or less. That's just the basics. Play around with your light settings to refine the mood you want. If none of your lights are casting shadows, you lose a LOT of realism.

Remember, kids! Napalm is Nature's Toothpaste!


Valandar ( ) posted Fri, 26 October 2001 at 10:39 AM

Oh, the fill lights are usually pointing up. It's a good idea to set your floor or ground plane to not cast shadows, if you decide your fill lights will cast shadows as per my statement above.

Remember, kids! Napalm is Nature's Toothpaste!


ronknights ( ) posted Fri, 26 October 2001 at 11:06 AM

Thanks for the prompt response. I consider you "one of the masters," judging from your excellent work for the 3DCC, etc. I am still baffled....How to do all this? Is there a good tutorial on this subject? One with pictures for illustrations, whatever? I've been frantically looking at some tutorials, and have been flabbergasted and frustrated by some. Unfortunately some folks might be great with a program, but they can't write for beans or spell. Some don't provide any pictures, etc. So I'm just about reduced to the point of blindly fiddling, and I haven't learned much that way.


Valandar ( ) posted Fri, 26 October 2001 at 11:09 AM

Well, I don't have the resources to render them right now... gimme some time, and I'll have them for you.

Remember, kids! Napalm is Nature's Toothpaste!


ronknights ( ) posted Fri, 26 October 2001 at 11:16 AM

Do you do any tutorials? Do you do any screenshots? If so, what do you use? I've been using Corel Capture from the Corel Draw 8 Suite... It's about the only thing left from that Suite that I use at all. Many people are particular to SnagIt, since it's cheap... But you need to hit too many keys to make a capture. With Corel Capture, I just hit F7!


thgeisel ( ) posted Fri, 26 October 2001 at 11:40 AM

play with the spotlights,turn the other lights down and you can get great effects.Or add a second spotlight


ronknights ( ) posted Fri, 26 October 2001 at 2:05 PM

file_225278.jpg

I'm curious how to deal with lights and shadows. It appears there may be two places where we can make shadow settings. One most obvious setting is in the render options.


ronknights ( ) posted Fri, 26 October 2001 at 2:07 PM

file_225279.jpg

The other has to do with lights, map size, etc. So which is the one I should be using? Or should I use both?!


thgeisel ( ) posted Fri, 26 October 2001 at 3:25 PM

Set the one in the render option on! In the second pic with the lightsettings use the "shadow" to set how dark the shadows are. no more i do : select the hair , go to object properties an uncheck "cast shadow" so the hair makes no shadows on the faces.


PabloS ( ) posted Fri, 26 October 2001 at 9:44 PM

Ron, Think of the one in the render option as a toggle rather than a setting. Either render with your shadow settings active (checked), or not (unchecked). For final renders you probably want this checked to get reveal your shadows. I usually uncheck the shadow box when I want to do a quick test render since it will render faster.


cloudedInMystery ( ) posted Sun, 28 October 2001 at 2:38 AM

Use 3 Point Lighting. This means you have three types of light: Key, Fill/s, Back. The Key light is the main source of illumination (sun, lamp, and so on). This should be the brightest light in your scene. Next are the Fill light/s. These lights soften shadows in the scene. Fill lights are usually much dimmer than the Key light. Also, they should be lower (Y-axis) than the Key light, as well as on the opposite side of the Key light usually. Lastly, the Back light is used to create an edge on the object/s in your scene. This is best when you have objects of the same color in your scene (blue ball against as blue background, for example). Position this light in back of the object/s in your scene and make it as intense as needed. To fake radiosity: point dim, colored lights in the direction that the light would be reflecting or bouncing. So, for example: there is a room with a window. The sun is shining in the window onto the floor. The floor is brown. So, you'd add dim, brown light/s and aim them at the wall and ceiling to fake radiosity.


ronknights ( ) posted Sun, 28 October 2001 at 7:20 AM

All this advice sounds nice, but fails to answer one simple question. Doesn't Poser, by default, come with the 3 lights you mention? If so, then I don't need to create what is already there. Now, if I need to modify them somehow, then I would like to know about that. Does anyone have a good tutorial with illustrations?


cloudedInMystery ( ) posted Sun, 28 October 2001 at 4:55 PM

Attached Link: http://www.3drender.com/light/3point.html

3 Point Lighting does not mean you only use three lights--it means there are three types of lights (Key, Fill, Back). You can have as many lights as needed. You're only going to be able to do so much with Poser's limited light types and poor render engine, so your best bet is to do most of the stuff in your paint program such as softening shadows, lightening areas, darkening areas, blurring, dof (depth of field), reflections, refractions, and so forth. Go to the link I provided. It has a tutorial which you can follow. Although it's not Poser specific, the general method can be applied.


ronknights ( ) posted Sun, 28 October 2001 at 7:20 PM

Thanks. I will likely need to wait till tomorrow to check out the tutorial. The wife is in our office with me, and feeling frisky I think.


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