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InaneGlory's Photo Studio Lighting?
Posted: Wed Sep 04, 2013 5:47 pm
by Spectralis
Does anyone know whether it would be possible to use the lighting in InaneGlory's Photo Studio with Octane Render for DAZ?
http://www.daz3d.com/inaneglory-s-photo-studio-bundle
Re: InaneGlory's Photo Studio Lighting?
Posted: Wed Sep 04, 2013 11:49 pm
by SimonJM
You would need to convert the relevant surfaces to be light emitters and, possibly, ensure that each such surface can be controlled separately. I can't remember how the IG set(s) work but think they use UberArea lights, so 'just' select those surfaces and 'convert' in Octane/OcDS.
Re: InaneGlory's Photo Studio Lighting?
Posted: Thu Sep 05, 2013 8:20 am
by Spectralis
Thanks for your feedback. I've been in touch with the developers of the product who sent me a lite version to test with OR. I'll report back if/when I manage to work out how to use it with OR.
Re: InaneGlory's Photo Studio Lighting?
Posted: Thu Sep 05, 2013 8:32 am
by t_3
Spectralis wrote:Thanks for your feedback. I've been in touch with the developers of the product who sent me a lite version to test with OR. I'll report back if/when I manage to work out how to use it with OR.
since i don't own this - can you give some details about how their "luxRender compatibility" work?
in general the lighting requirements for an unbiased renderer/raytracer like octane are that different to what i.e. 3delight needs, that using 3delight setups by simply converting any light source into an octane emitter gives imo less than ideal results.
in octane (or lux) you will (imo) need seldom more than hdr + 1-2 additional mesh-emitters to create perfect looking results (for portraits or the like)...
Re: InaneGlory's Photo Studio Lighting?
Posted: Thu Sep 05, 2013 2:03 pm
by SimonJM
The product (or at least the one I own) consists of a figure loaded into the scene. It is 'rigged' with each bone comprising one of the lights of a studio setup, with initial positions being a 'standard configuration'. Each light comprises the geometry of a physical lamp, with each having two surface materials: one for the shell of each lamp and one for the actual light/bulb/light-emitting part, and it is that part that has the UberArea light shader applied to.
In theory all that would be required would be to have the prop/figure in the scene to be exported to Octane and to convert each/any of the light surfaces to being light emitting.
Re: InaneGlory's Photo Studio Lighting?
Posted: Thu Sep 05, 2013 3:11 pm
by SimonJM
Very quick test - used one of the IG default loads (as seen above), found and loaded the supplied studio set that comes with the light set and added a (clothed) Genesis, converted the light surfaces to be blackbody emitters and (pseudo-randomly) assigned IES types to them. Overall alighting set to none.