Forum: Poser - OFFICIAL


Subject: Round shape for the area light?

sturkwurk opened this issue on Mar 11, 2022 Β· 46 posts


sturkwurk posted Fri, 11 March 2022 at 9:32 AM Online Now!

is there a way to make the shape of the area light round or ovoid?

I know it seems silly, but it would be nice to have for some of my shots. I'd like the option to be able to hide an area light in a source that's round.

I'm very new to the whole "area" light thing and superfly - so I'm sure it's a silly question.


thanks,

sturkwurk

I came, I rendered, I'm still broke.


hborre posted Fri, 11 March 2022 at 10:28 AM

Nope, you can't change the shape of the area light.  However, you can use a reshaped primitive object to emit light.  If the primitive has separate material zones then you can create just one side to emit light, otherwise you will need to get creative.


ghostship2 posted Fri, 11 March 2022 at 11:26 AM

just to add to what hborre has said about mesh lights: Area lights ARE mesh lights in that they work exactly the same. When Poser 11 first came out I did a bunch of tests with area lights and square mesh lights of the same size. exact same lighting results in the render from either. They are interchangeable when you are using a square. The advantage of area lights is they show up in your lights list but mesh lights can be any object you want to emit light. I sometimes use light fixtures in room props as light sources or use a torus as a ring light attached to a camera.

Here is a bathroom prop that I turned the light fixtures into mesh lights to get a more real lighting.



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sturkwurk posted Fri, 11 March 2022 at 11:45 AM Online Now!

oh, cool! Thanks

I guess I'm used to firefly's ambient lights not really having the punch I needed and causing the shadow artifacts. 

Good to know!

I came, I rendered, I'm still broke.


sturkwurk posted Fri, 11 March 2022 at 12:13 PM Online Now!

are there direct corresponding values between a mesh emitter and the area lights?


I came, I rendered, I'm still broke.


ghostship2 posted Fri, 11 March 2022 at 2:33 PM

I can't remember. It wasn't hard to get them to look the same but I don't think it matters all that much.Just load up a mesh and make it emit light and crank up the value till it lights the scene the way you like/think it should look. I don't do any of that scientific numbers thing when setting up my lights. I just use the Poser root to make things simple and Superfly will calculate the inverse square for the light.

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sturkwurk posted Fri, 11 March 2022 at 3:01 PM Online Now!

thank you, Ghostship2 - it was YOUR material sets that pushed me to finally get into superfly! 
I hope you have more sets coming.

I came, I rendered, I'm still broke.


ghostship2 posted Fri, 11 March 2022 at 3:15 PM

Yes. My hair shader system is coming soon. Thank you!



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hborre posted Fri, 11 March 2022 at 3:49 PM

@ ghostship2: looking forward to that.


ghostship2 posted Fri, 11 March 2022 at 4:00 PM

@hborre Thanks! It just went to beta testers last week

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Miss B posted Fri, 11 March 2022 at 5:34 PM

ghostship2 posted at 3:15 PM Fri, 11 March 2022 - #4435790

Yes. My hair shader system is coming soon. Thank you!


Ohhh, it can't come soon enough!!  Looking great, as usual!!  :grin:

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ghostship2 posted Fri, 11 March 2022 at 7:17 PM

Thanks!

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Y-Phil posted Sat, 12 March 2022 at 5:54 AM

Woooow 😍😍😍

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NikKelly posted Sat, 12 March 2022 at 7:14 AM

One proviso...

There seems a hard-limit to emission per unit area when using 'super-ambient'. Unlike a 'real' Poser light, you can't just dial brighter and brighter. It 'maxes out'.

This is not a problem foe eg big ceiling light panels, but may be a nuisance for slim 'strip lights' and is a pain if scene's 'luminaires' are but a few pendant bulbs or wall sconces.

I've tried sub-division, the unit-area limit still applies. I've resorted to 'hiding' eg point-source lights inside bulbs. Strip-lights are harder...

FWIW, this unit-area limit seems un-documented...


Y-Phil posted Sat, 12 March 2022 at 9:04 AM

Just as a reminder: using Cycles nodes, everything can be turned into a light emitter, you can even control the temperature and the power.
Here an example using a lollipop:

-you can see the settings for the heart, while the stick is using "Daylight".

Oh and using the BrightContrast, the emitted light remains white.

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hborre posted Sat, 12 March 2022 at 10:44 AM

Why does part of that shader look familiar to me?


hborre posted Sat, 12 March 2022 at 10:59 AM

And if you want to attenuate the Inverse Square for the emission, use a LightFalloff node and connect the Quadratic channel to the Emission node Strength.



Y-Phil posted Sat, 12 March 2022 at 11:11 AM

hborre posted at 10:44 AM Sat, 12 March 2022 - #4435823

Why does part of that shader look familiar to me?

I've seen it here, but I don't remember who published it, was it you?

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Y-Phil posted Sat, 12 March 2022 at 11:12 AM

hborre posted at 10:59 AM Sat, 12 March 2022 - #4435825

And if you want to attenuate the Inverse Square for the emission, use a LightFalloff node and connect the Quadratic channel to the Emission node Strength.


Thank you for the information about the LightFalloff.


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hborre posted Sat, 12 March 2022 at 11:37 AM

Yeah, that was me, and you're very welcome.


Y-Phil posted Sat, 12 March 2022 at 11:49 AM

hborre posted at 11:37 AM Sat, 12 March 2022 - #4435828

Yeah, that was me, and you're very welcome.

Great setting! Thank you.

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ghostship2 posted Sat, 12 March 2022 at 12:06 PM

NikKelly posted at 7:14 AM Sat, 12 March 2022 - #4435810

One proviso...

There seems a hard-limit to emission per unit area when using 'super-ambient'. Unlike a 'real' Poser light, you can't just dial brighter and brighter. It 'maxes out'.

This is not a problem foe eg big ceiling light panels, but may be a nuisance for slim 'strip lights' and is a pain if scene's 'luminaires' are but a few pendant bulbs or wall sconces.

I've tried sub-division, the unit-area limit still applies. I've resorted to 'hiding' eg point-source lights inside bulbs. Strip-lights are harder...

FWIW, this unit-area limit seems un-documented...

I'm not getting that result. I used TrekkirGrrrl's render room and a cube that I set to 20% size (pretty small) and cranked the ambient to 10000 and got it to blow out the lighting to almost pure white in the room. I'll try with some other objects.


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ghostship2 posted Sat, 12 March 2022 at 12:18 PM

Yes, the smaller the object, the less light it throws out. However, I'm not seeing any issues with cranking the ambient level to 100,000 on a 2.5% size sphere and lighting the entire room with that.

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ghostship2 posted Sat, 12 March 2022 at 12:43 PM

I set the ambient to 200,000. the sphere is at 2.5% size


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RedPhantom posted Sat, 12 March 2022 at 2:21 PM Site Admin

NikKelly posted at 7:14 AM Sat, 12 March 2022 - #4435810

One proviso...

There seems a hard-limit to emission per unit area when using 'super-ambient'. Unlike a 'real' Poser light, you can't just dial brighter and brighter. It 'maxes out'.

This is not a problem foe eg big ceiling light panels, but may be a nuisance for slim 'strip lights' and is a pain if scene's 'luminaires' are but a few pendant bulbs or wall sconces.

I've tried sub-division, the unit-area limit still applies. I've resorted to 'hiding' eg point-source lights inside bulbs. Strip-lights are harder...

FWIW, this unit-area limit seems un-documented...

What are you referring to as β€œsuper-ambiant”? Many of us don’t seem to have a problem with ambient lighting, while you do. Are we comparing apples to oranges, or just using different words for the same thing.  You can see y-Phil’s example of one that has no limits. Can you post a screenshot of yours. So we can compare and see where the issue lies?  If you’re using the same setup, maybe post you render settings. That might affect it too. 


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NikKelly posted Sat, 12 March 2022 at 7:47 PM

I've dialled 'super ambient' to ~100+, but not beyond ~1k, certainly never as far as the 200k above...

Thank you, I'll investigate.


NikKelly posted Sat, 12 March 2022 at 8:51 PM

Props, primitives, box (box_1), Material room, Advanced, ambient colour white, ambient value ~9 is brightest will go as-is.

I took it up in x10 stages to umpteen millions, did not become brighter.

There's no obvious limit to setting (eg per 'displacement'), it just will not shine any brighter. Which is silly, yes ?


hborre posted Sat, 12 March 2022 at 8:59 PM

Which Material Room node(s) are being used for this testing in Superfly?  I am seeing a huge discrepancy between ambient lighting using the PoserSurface and the proper emission node for Cycles.


Believable3D posted Sun, 13 March 2022 at 1:48 AM

ghostship2 posted at 3:15 PM Fri, 11 March 2022 - #4435790

Yes. My hair shader system is coming soon. Thank you!



Wow. Sorry to go off-topic, but I take it this shader for modelled hair, rather than hair room strand-based hair?

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hborre posted Sun, 13 March 2022 at 7:31 AM

@ Believable3D: if you're using P12, you can use the PrincipledHairBsdf node for strand hair.


sturkwurk posted Sun, 13 March 2022 at 8:01 AM Online Now!

I hate to admit it - but I don't understand very much of this, and yeah, I've been using poser for a long time.

I need simplicity - click - the thing now casts light - slide "this" to make it brighter - kind of stuff.

just like Ghostship2's materials - click - it's silver! and move on to making my image :)

I came, I rendered, I'm still broke.


RedPhantom posted Sun, 13 March 2022 at 8:26 AM Site Admin

sturkwurk posted at 8:01 AM Sun, 13 March 2022 - #4435853

I hate to admit it - but I don't understand very much of this, and yeah, I've been using poser for a long time.

I need simplicity - click - the thing now casts light - slide "this" to make it brighter - kind of stuff.

just like Ghostship2's materials - click - it's silver! and move on to making my image :)

To get objects to light up in superfly, it's a little more complicated than click and slide. The very simplest is just add a cycle surface root node. Make sure you check the superfly root box (or maybe I'm the only one who forgets that sometimes) add an emission node and plug it into the surface plug on the root node. then you can change the brightness by changing the strength.

Plugging the blackbody node into the the color helps it mimic the color of real world lights. The extra nodes in Y-phil's example are sample numbers to use for different light sources. You don't need those if you don't want. You can also look it up online. The lightfalloff node in hborre's example helps the light not look flat. I think it's more needed if the light source is going to show, but I could be wrong.


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Y-Phil posted Sun, 13 March 2022 at 9:11 AM

The fact that the intensity of light decreases with distance is consistent with reality, that's why Poser's spots and point lights have this setting. Area light don't have it as they mimic this. Inifinite light "seems" to keep its intensity, as even the Earth'd diameter is nothing compared to the distance Sun-Earth.
The hborre's mat setting is the one that is the best.

That being said, it's relatively easy to use: setup the node as shown above, select the middle ones, right clic-> collapse to compound node:



Afterward, your setup will look like this


And from a scene like this:



You'll get this:


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NikKelly posted Sun, 13 March 2022 at 9:21 AM

That's weird: My post + pic didn't appear. Must have timed-out...

Okay, thank you, thank you, I got 'Emission' to work. 

First part of problem was it took me best part of an hour to find the referenced nodes. Needs alphabetical lists, directory and map.

Second, only lit at render.

Upside, I've learned something today.

Downside, I'm going to be plagued by umpteen revenant trial-renders that won't stay deleted...


Again, thank you.


Y-Phil posted Sun, 13 March 2022 at 9:32 AM

NikKelly posted at 9:21 AM Sun, 13 March 2022 - #4435857


Downside, I'm going to be plagued by umpteen revenant trial-renders that won't stay deleted...

🀣🀣

This may be a friend, ready to help you with your... "ghosts" 😁



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primorge posted Sun, 13 March 2022 at 11:24 AM

NikKelly posted at 9:21 AM Sun, 13 March 2022 - #4435857

That's weird: My post + pic didn't appear. Must have timed-out...

Okay, thank you, thank you, I got 'Emission' to work. 

First part of problem was it took me best part of an hour to find the referenced nodes. Needs alphabetical lists, directory and map.

Second, only lit at render.

Upside, I've learned something today.

Downside, I'm going to be plagued by umpteen revenant trial-renders that won't stay deleted...


Again, thank you.

The Emission node set ups were shown multiple times and at length, including emission masking, by myself and others, in threads that you participated in over on the Poser 11 Technical forum. Just reminding you.

ghostship2 posted Sun, 13 March 2022 at 12:45 PM

Believable3D posted at 1:48 AM Sun, 13 March 2022 - #4435847
ghostship2 posted at 3:15 PM Fri, 11 March 2022 - #4435790

Yes. My hair shader system is coming soon. Thank you!



Wow. Sorry to go off-topic, but I take it this shader for modelled hair, rather than hair room strand-based hair?
yes, it's for modeled mesh hair. I've tried it on strand hair and it does not work on it.

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ghostship2 posted Sun, 13 March 2022 at 12:49 PM

I'm using the Poser root and it is set to ambient ONLY. Diffuse, spec and all other sections of it are set to 0.

in this example the torus ambient is set to 50. It's fairly close to her face and parented to the face camera.


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NikKelly posted Sun, 13 March 2022 at 12:57 PM

My apologies: If I've had a broken night, stuff falls through the cracks.

I may not remember asking, never mind getting a nice reply...

This time, I've written myself a tutorial...


ghostship2 posted Sun, 13 March 2022 at 1:01 PM

I have a free light set here at Rendo that has some work lights in it. Work lights only light the preview so you can work on your scene. They do not light anything when you hit render.

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primorge posted Sun, 13 March 2022 at 1:03 PM

I've noticed that the larger the area light or ambient surface is the more grain in render.

ghostship2 posted Sun, 13 March 2022 at 1:19 PM

primorge posted at 1:03 PM Sun, 13 March 2022 - #4435869
I've noticed that the larger the area light or ambient surface is the more grain in render.
I think it has more to do with the ambient light bouncing off of objects in the scene. If it's larger it might be closer to an interior wall and the noise is coming from the bounce light from the wall.

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TwiztidKidd posted Mon, 14 March 2022 at 1:00 PM

I'll be waiting for that hair shader, young man :smile:




Y-Phil posted Mon, 14 March 2022 at 1:15 PM

TwiztidKidd posted at 1:00 PM Mon, 14 March 2022 - #4435926

I'll be waiting for that hair shader, young man :smile:


Beautiful picture! 😁


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ghostship2 posted Tue, 15 March 2022 at 10:59 PM

TwiztidKidd posted at 1:00 PM Mon, 14 March 2022 - #4435926

I'll be waiting for that hair shader, young man :smile:


Yer a sick b*****d. lol back to your room.

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Y-Phil posted Wed, 16 March 2022 at 2:42 AM

🀣🀣🀣

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