Showing posts with label light. Show all posts
Showing posts with label light. Show all posts

Wednesday, 9 November 2011

IDL methods in Poser

Thank you for visiting my blog, I hope you will find this tutorial useful.
I will guide you through three methods of using my new Product ID-Light. If you do not have ID-Light you may be able to follow some points and still understand but some points need props and settings only included in the ID-Light product.
First of all this collection of lights can be used without the use of IDL (InDirect Light) which means you can use the product with Poser 6 and onwards. The results in Poser 6 and 7 however will vary considerable from Poser 8 onwards.
If you do however have Poser 8 onwards you have the extra benefit of using IDL.

Method one- IBL lighting(used in Poser 6 onwards)
ID-Light includes several IBL(Image Based Lights) which are created using the same images as the IDL set ups use. These IBL lights give different results but nevertheless are a great way to get excellent renders fast. Using these lights is very easy, once located in your runtime you click "Apply Library Preset" and there you have it, pre-made lighting that you can use as it is or add extra lights depending on your desired result.

Method two-IBL and IDL (for Poser 8 onwards)
Although not the traditional method of using Indirect lighting, Poser can use an IBL light to illuminate the scene rather than the more usual Environment Sphere method. Since Poser 8 there has been the option to use IDL, this option can be toggled in the Render settings and is a simple tick box. To use the IBL lights included in ID-Light in conjunction with IDL all you have to do is follow Method one and then before rendering ensure your IDL box is ticked.
Regarding render settings, I advise using the following settings.

These setting are different to my usual advised settings and I have found them to be the best settings for a balanced outcome. This means getting the best quality at the best possible render time. If you continue to use the settings I normally use you will have very long render times and quite frankly not much better results.

Method 3-Environment Sphere
An environment sphere allows IDL to work the way it was designed to by trapping light rays within a certain area and allowing them to bounce around. The result you get from IDL is a realistic one and means there is no need for Ambient Occlusion.
Located in the "Props" folder is a sphere named "EnviroSphere" This sphere is set up for use in IDL lighting and once loaded using the "Apply Library Preset" option you will need to enter the "Material Room".
Once in the material room you will notice the sphere has an image attached to it. If you wish to change the default image navigate to you materials folder of your runtime and find the IDLight folder. This folder contains preset materials for the sphere and simply clicking the "Apply Library Preset" button will change the colour produced by the sphere.
Now on retuning to the "Pose Room" you will probaly want to add some directional light to your scene. ID-Light comes with preset light separates to make things a little easier. These lights are located in your Light folder under IDLight. You have the option to add several point lights which will simulate a light similar to a bulb casting a degrading light from a single point in all directions. Also there are two "Sun" lights. These lights cast and infinite light source with no degradation over distance. All of these lights include Specular highlighting as default but if you find you scene is lacking in Specular highlights you can add the "Specular Light" this light only casts Highlights without adding extra illumination or shadows. To add several lights from the library you must use the "Add preset to current scene Lights" button. This will add a light without clearing the previously loaded lights.

Noteworthy extras: Hiding the Sphere.

One of the main advantages of using an IBL light instead of the Environment sphere is that your background is still clear meaning in Photoshop you are free to add your own background. This unfortunately is the case with Poser 8 and Pro 2010. You can however hide an object from rendering in poser 9 and pro 2012. Simply untick the "visible in camera box" This will then remove the sphere at render time.
In conclusion if you want to use a blank background in poser 8 your best bet is to use the IBL light in conjunction with IDL.

I hope you found this tutorial useful. If you have any extra questions that I have not covered here please contact me: moonscapegraphics@yahoo.co.uk

Friday, 7 January 2011

Poser Light Tutorial

I have been using Poser now for around six years and in that time have learn't alot about getting the best out of your renders. I have created light sets for Poser that have been best selling products at Renderosity and I have decided to write this tutorial for beginners in Poser art. Here you can learn the basics about creating light sets and I hope that you can expand on this yourself with experimentation. Some parts of the tutorial may require you to have a basic understanding of Posers user interface.

There are many ways in which to set up your lights which will all deliver different results but these are the steps I take when setting up a new light set.

Step 1:

IBL(Diffuse Light)


Start a new scene in Poser and delete all of the existing lights. You can do this one by one by selecting the light and then clicking the "Dustbin/Delete" button on the light panel.

Next use the "Create Light" icon to create a new light. This Light will be your IBL Diffuse light so in the Parameters/Properties panel click "Diffuse IBL". (I have also selected Ambient Occlusion But I will explain that later)


I always try and think of the IBL light as a shadow filler. For example any area in your image that is in shadow will be "filled" by Diffuse Light. (I will show this after adding the Infinite light.) For this reason I usually knock the IBL Intensity down to around 50% or less.

To easily Identify each light name this Light "IBL Fill" by clicking the name "Light 1" in your "Properties" pane.


Step 2: Infinite/ Sun Light

The next step is to create a new light and tick the button to assign it as an "Infinite" light.
Select Shadows and tick the Raytrace Shadows box. Raytrace shadows work more accurately than Depth map and in my opinion give better results overall. You can change the sharpness of the shadows here by altering the "Shadow Blur Radius" dial. I usually choose something between 0.0 and 2.0 but it is worth experimenting to fit with your scene.
For Raytrace shadows to work you must have raytrace ticked in your render settings. I will post an image of my final render settings at the end of the tutorial.

Here is the image rendered with the Infinite/Sun light added. The Infinite light works very simmilar to real life sun light. It is directional but it fills an infinite area so even if your object is way back in the distance light will be cast onto it from the Infinite light. You can see in the picture the IBL light is illuminating the shaded areas so they are not black.



Step 3: Refinement

At this point you have a pretty basic IBL based light set with all of the elements required for illuminating a scene.
You can decide now whether your IBL light is filling the shadows the amount you intend. You can alter the intensity to a point which suits you best. This also applys to the brightness of your Infinite light. If the illuminated areas are too bright and blown out decrease your Intensity slightly until you are happy with the results.

Now I usually add another Infinite Light to the scene that will be used to cast specular light. Specular light will give shine to objects and having a seperate light for this task gives you more control.
The specular lighting at the moment is being controlled by your infinte/sun light so to turn this off you need to go into the Material room and turn the specular colour to Black.



After creating a new Light, set it as an infinite light with shadows unticked. We dont want this light casting any shadow. You can also set this light to a different colour to your sun light. Again this is another thing you can control better now the light is seperated from the sun light.


Remember this specular light will not be adding extra light to you scene so we need to enter the material room again and turn the "Diffuse colour" of this light to black. This will ensure this light only outputs specular light that will react to an objects specular value.


To easily Identify your lights name your "Specular" and "Infinite/Sun" lights accordingly. Remember you can check you are naming the right ones in your material room.

You now have the basic foundations all in place. This is a good point to save your light as using this light as a starting point will save you some time in the future. To save this light select the Light folder in your library and after locating a folder you are happy to save your lights to click the "add to library" option followed by the name of the light and the "single frame" option.

Step 4: Customise


Now you have the foundations set you can go to town on customisation and experiment to your hearts content.
Here are a few extra points that will help you get the most of your experiments.

1. Ambient Occlusion.
I mentioned this earlier as it was an option we selected on the IBL light. Ambient Occlusion is a method used to add extra depth to your rendering. It simulates an occurance which happens with real life light to add extra shadows in areas where objects meet or come in close proximity to each other. Ambient occlusion appears even in shaded areas where there is no direct light.

The two images below show the pillar rendered with Ambient Occlusion and without.


I will write a whole tutorial on how to refine your ambient occlusion settings as the subject can be quite detailed. The only other main point you need to know right now is that ambient occlusion can be cast through your light or applied directly to an objects surface material. It is worth noting that using both of these methods at the same time usually gives horrible results so if you experience odd marks appering in your scene try turning the AO in the light off as the object you are rendering probably has AO in its surface material.

2.IBL light

IBL means "Image based Light" and generally is used in conjunction with an HDR light probe. The IBL light can be used as I have shown here without an image or you can use an HDR light probe or even just a Jpeg image to customise your light. Note that using an Image applied to the IBL will make it darker so you may need to alter your intensity again.
Here is how you apply an image.

Select your IBL light and then enter the Material room.

Once there right click in the clear area and select:
New Node>2D Textures>Image Map.


Now on the new Image map node select the image source. This will give you a browse option for you to find the image on your hard drive. Poser comes with several HDR probes located in the textures folder of the runtime(IBL probes come with poser 7 and up).
Once you have located the probe you can attach the node in the way shown below. As mention earlier you can apply any image here but generally HDR probes work best.


The overall colour of the probe will be more visible in the shaded areas of your image as the direct light from your Infinite/sun light is still white(you can change that to match if you wish).
Using images in your light can be useful to set a certain mood or to give a scene a different look. Using orange can imply an early morning setting or be used in a feiry cave etc. It all depends on your scene.




I hope this tutorial has been useful and will have you creating your own unique lights in no time. Please remember that you may have to tweak certain areas such as light intensity to get the best results out of different characters and objects as different material shaders react differently to light.
If you need any more help or have been experiencing problems that aren't covered here contact me on DeviantArt.com

The render settings I use for final renders are as follows.