Tue, Nov 5, 7:33 AM CST

Alien Autopsy Room: Lighting Test

DAZ|Studio Science Fiction posted on Aug 18, 2011
Open full image in new tab Zoom on image
Close

Hover over top left image to zoom.
Click anywhere to exit.


Members remain the original copyright holder in all their materials here at Renderosity. Use of any of their material inconsistent with the terms and conditions set forth is prohibited and is considered an infringement of the copyrights of the respective holders unless specially stated otherwise.

Description


Hi- thanks for looking in. I created this "Alien Autopsy" scene in DAZ Studio 3 for a commissioned product promotion. Although it worked great for the product, you really don't end up getting to see much of it. What you do see is mostly out of focus due to depth of field and you only see Dr. Sondra Chen in an over the shoulder shot. All of the individual product pictures are closeups of the table in the foreground with the rest of the scene only visible as reflections in the shiny bits of the product. This seemed to me to be a waste of a pretty cool scene, so I did a couple of spin off renders. One features the product in question so it'll sit in my "Work" folder until the product is released, but I wanted to share something now. So here is a lighting test, with the product removed and the depth of field shut off on the camera. Of course, since I'm presenting this as a lighting test; now I'll have to tell you all about the lighting. There are four lights in the scene. Two normal Spotlights, an uberSoft environment light and an uberArea Light. The bluish 'key' light is a spot light coming in from the right. The other spot light is the orange 'back' light, which comes from over the console display with the sea horses. Both use soft (75% softness) ray-traced shadows and are around 45% brightness. I chose ray-traced shadows because I wanted control over the softness of the shadows and I think that the shadow mapping in DAZ Studio 3 is horribly broken as regards time (they take way too long vs. DS2 and DS4), but for the close up product shots I ended up changing these over to mapped shadows; to keep the shadows really soft and the render times down. The area light is the glowing plane you see tucked into the hood of the medbay. The light is bluish white at around 125% strength with falloff and shadows. The blown out ambient on the plane and bright, nearly blown highlights on the Gray and blankets are intentional. One important trick to using area lights in Studio is to keep the lighting samples low (4-8) for test renders and then crank them up for final (32 is a good number). This is rather inconveniently controlled on the surface shader panel rather than the object properties panel. Finally the uberSoft environment light. I love these things for providing bounce/fill/ambient lighting in indoor and even some outdoor scenes. They do everything that an image based environment light does, but you use three colors to specify the lighting colors rather than an image. So in this scene we have a light-gray light coming from above, a medium gray coming from the horizon and a dark blue/gray coming from the ground. Run this with ambient occlusion 'on' at about 40% strength and you've got a nice looking lighting base for the room. I put the final render through my usual post processing, adjusting levels etc. to taste. Products used: Victoria 4 with some 'Aiko' realistic and 'Elite' ethnic morphs, Lana texture V4A4 Bun hair and scrubs outfit - all from DAZ. Kid 4 Gray Alien by Raw Art. "Sector 15" by Stonemason, "Dystopian Medbay" by Stonemason and Moebius. Hospital screens are from the "Folding Screen" set. Surgical trays and tables from a surgery set on the old DAZ freebie site. DAZ Studio dynamic cloth items started live as the 'Flag' and 'Sheet' sets. Hex bump maps on the sheets were something I whipped up in filter forge. I really wanted to share this scene and I hope you enjoyed the description of the lighting. Please feel free to post questions in the comments and I'll try to answer there or if you'd like to site mail me here that is fine too. As always any comments or constructive critique you'd like to leave would be most welcome.

Comments (26)


)

theSea

9:02AM | Thu, 18 August 2011

Blast - missed one. There is also a dark blue point light behind the console, lighting up the hospital screens behind Dr Chen. It's pretty soft, 25% strength or so and 'diffuse only.' It's almost directly behind the gray alien's head from the camera POV and is there to provide a little bit of fill and contrast.

)

Mondwin

9:32AM | Thu, 18 August 2011

Very cool and interesting scene my friend!!!!!Bravissimo!:DDD.Hugsxx

)

texboy

9:52AM | Thu, 18 August 2011

woo! most excellent concept and execution... and thanks for the details!

Tugpsx

11:11AM | Thu, 18 August 2011

your attention to detail is awesome. Thanks as always for the mini tutorial. Like how the area light came out.

)

reine_de_style

12:37PM | Thu, 18 August 2011

wow excellent work!

dshield

1:11PM | Thu, 18 August 2011

Nice work Michael. Good to have things explained too. D

justinpress

1:55PM | Thu, 18 August 2011

Cool

)

vintorix

1:58PM | Thu, 18 August 2011

"I hope you enjoyed the description of the lighting" I certainly did. Above all I appreciated the description of what uberSoft light is. In one sentence wrapped up nicely! :)

)

ArtistKimberly

2:20PM | Thu, 18 August 2011

Outstandingly Marvelous

)

rbowen

2:30PM | Thu, 18 August 2011

Very good work!!

)

PhilW

4:43PM | Thu, 18 August 2011

A wonderfully detailed scene and your lighting is superb!

)

Diemamker

7:02PM | Thu, 18 August 2011

This is one outstanding scene!...the lighting is Phenomenal!!...and your lighting instructions are great, I learned alot...Thanks...

)

LBAMagic

10:54PM | Thu, 18 August 2011

Awesome scene. I really like how the overhead light came out. Thanks for sharing such great information on lighting. I know DS3 takes long time to render through transparency maps (such as in hair and eyelashes).

)

jcrjuan

11:17PM | Thu, 18 August 2011

Excelente trabajo...!!!!

)

papasmrfe

11:38PM | Thu, 18 August 2011

Excellent scene! Very nice work.

)

fallen21

2:25AM | Fri, 19 August 2011

Awesome scene!

)

Orinoor

5:43PM | Fri, 19 August 2011

Wow, never knew it was so complicated! I don't use Daz, but I am really impressed, you really know your stuff.....!

)

TheBear005

1:25PM | Sat, 20 August 2011

Excellent work!!

)

Seaview123

8:21PM | Sat, 20 August 2011

Very nice!

)

Greeg72

10:58PM | Wed, 24 August 2011

Beautiful lighting. Nice scene

)

teecee2107

9:10AM | Thu, 25 August 2011

Excellent one ! And thanks a lot for tjhe 'How to', very didactic and educational.

)

FredaF

9:02AM | Sat, 15 October 2011

wow, fantastic image and thanks for the descriptions and explanations!

)

kobaltkween

9:23AM | Fri, 21 October 2011

the lighting in this is absolutely fantastic, and i really appreciate your description of how you built it. the scene is very impressive, and has a great composition. i think it would be nice to see the main figure doing something, because to me that pose looks like a fashion shoot pose and doesn't really fit with the scene. the dynamic sheets are cool. does DS have some sort of feature like Poser's morph tool to smooth out some of those sharp folds on the blanket over the alien, and maybe add a little randomness to the other blanket? overall it's a great illustration, and looks like part of a narrative. the Medbay looks especially impressive and interestingly different than other times i've seen it.

)

Trigue

2:22AM | Tue, 22 November 2011

great image :)

)

anitalee

1:28AM | Sat, 07 January 2012

Awesome work

Morpheon

9:39PM | Wed, 13 February 2013

Wow! That is REALLY well-done!


6 319 1

01
Days
:
16
Hrs
:
26
Mins
:
03
Secs
Premier Release Product
Nature's Wonders Salamanders & Newts
3D Models
Top-Selling Vendor Sale Item
$14.95 USD 50% Off
$7.48 USD

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.