Okay... I want to warn you right up front at the start - this is a LONG read. So take it in small doses or whatever if you have to.
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Lights through the windows are actually pretty simple. They mainly just require a lot of fiddling, trial and error until you get what you want for a scene. I can step-by-step you through my own process for setting up these lights inside of DS. You might find something that's more efficient than what I use, and if so, great.
So just bear in mind that this is simply how I, personally, do it. It's my own workflow...
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1.) Open your
Lights tab.
2.) Click on where it says "Select an Item."
3.) Now click "Add a Light" at the bottom of that drop-down.
4.) Choose "New Spotlight."
5.) In the Create New Spotlight dialogue, select "Apply Default Settings."
You can give the light a more descriptive name if you wish.
6.) Click the "Accept" button.
At this point, your scene will be probably be almost
completely black. Don't worry, that's normal.
Ignore the camera outline showing in the middle of the screen here; this is a render I've been working on, so I already have a couple of cameras set up.
7.) In your setup/preview window, look up at the upper right corner. Click on the box that says "Perspective View."
(In my case, if you look at the above screen shot, it shows "Camera 1," but that's the box you want to click.)
8.) In that dropdown, you should see your spotlight listed. Click on your spotlight.
(In my case it's "SpotLight 1.")
Now, once you switch to your Spotlight's view, you're probably going to end up staring at the floor at about the same vantage point as a mouse that's trying to avoid getting eaten by the local kitty kat.
This is, again, perfectly normal. Click on your
Lights tab again, if you don't still have it open.
9.) Set your
Shadow Type to "Raytraced," set the
Shadow Intensity to about 80-85% to start with, set the
Shadow Softness to 10% - 15%, and set the
Shadow Bias to 0.20. Leave the
Shadow Color set to black.
10.) Now, look for your
Shadow Color, and set it to a very pale yellowy/white-ish. I usually go with a yellow that's so pale it's ALMOST white, when I set up the first spotlight for the windows on a day-time render.
11.) Next, click on the triangle next to the
General sub-heading in the left side of the Lights pane. This will expand the General category. Do the same thing on the
Transforms sub-category.
12.) This is where you begin the process of actually pointing and aiming your spotlight to where you want it. I'm using a different room from what you will be using, but the process here is basically the same. With the
Transforms category expanded, click on
Translate.
13.) Now, in the Translations parameters, the first thing I normally do myself is get the silly light up off of the floor. So adjust your
Y-Trans up a bit. If you have any figures or props currently in the scene at World 0,0,0 position, the light will probably have you looking inside of the mesh. Again, this is normal for where the spotlight loads in by default. Adjust your
Z-Trans back a little ways, until you can see the whole room through the spotlight.
Like this :
The above is with my spotlight Y-Trans set at 90, and my Z-Trans set to 190.
14.) Now that you can actually see what you're looking at, you start fiddling with the translation and rotation dials on the light. Just move the spotlight around the same way you would for a normal prop. The only difference is that instead of the prop moving on the screen, you'll see the screen move instead.
Translation dials get used to move the spotlight along the x/y/z axis. Rotation dials are used to turn the spotlight around. You may have to spin the y-rotate once or twice as you move behind the wall. The best thing I can tell you, as far as keeping track of the orientation of the spotlight, is to just think of it as walking around the corner of a building. And you move and rotate the spotlight accordingly.
This is what my particular scene looks like through the SpotLight 1 view once I've "walked" the light around to the outside of the wall :
You'll note that the smaller
(center) circle is pointing in through the windows, but tilted slightly downward. I've also reduced the spread angle of the light in this case. I may have to raise the spotlight a little higher on the Y-trans, and-or increase the spread angle of the light to get the exact effect I'm looking for, but I won't know that until I switch back to my render angle and do a test render.
This is the part of things where it turns into just a lot of trial and error. You position the light, do a test render, reposition, do another test until you have what you want out of the shadows and light source.
In this case, I'm using my spotlights as if they were a sunlight, so I'm going to bear in mind that the "sun" would be at my "back" and if I want shadows to cast across the floor inside of the room, I have to raise the "sun" up high enough that it can see the floor inside of the room through the windows.
15.) Once the spotlight is adjusted to what you think is the correct position, height, and angle looking into the room, you need to go back to your render angle. So, where it says "SpotLight 1" in the preview window, click that button and select your render angle again.
16.) This is about where I add in two more lights. The first, is going to be a distant light, and the second one, since this is a more modern scene in a room that would have a light source on the ceiling, will be another spotlight. The only purpose of the distant light here is to add a sort of fill light to the room. That is to achieve a slight, ambient lighting in the room, such as you would get in real life.
So, once again, still working in your
Lights tab, create your distant light. What I find helpful when setting up a distant light for a purpose like this, is to select
"Apply Active Viewport Transforms" on the dialogue, and then click accept. Once that's done, you'll now have a scene that's lit too brightly for just an ambient fill light.
Now, set your
Light Intensity down to about 20-30%. You can go higher if you want a brighter ambient lighting in the room.
Leave your
Shadow Type set to "OFF." You do NOT want this light to cast any shadows; it's just to fill the room with a little bit of ambient illumination.
Now, because in my case, I'm aiming for a bit of a sunset/twilight period with this scene, I'm going to set the
Light Color to, again, a very, very pale yellowish-white.
Your fill light is now set up. You might need to adjust the light intensity or light color later on if you don't like it, but the basic setup is done on the distant light :
17.) Now, add a third light to the scene. This one is going to be another Spotlight.
Rooms in real life frequently have light sources on the ceiling. I know you won't have a light source on the ceiling for a Last Supper render, because well, they didn't have them then. But this is still good practice for lighting a more modern scene. So, we'll be adding an extra light inside the room itself once we've set up the window spotlights.
18.) At this point, you can get the second light into the scene in one of two ways.
Method 1 :
-- Still inside of the
Lights tab, click on the drop-down box, and select your
Spotlight.
-- Then go up to the top of your DS window, and click on
Edit --> Duplicate --> Duplicate Node(s)
-- Then click on the dropdown box in your Lights tab again, and select the new spotlight. It will read as Spotlight 1 (2)
-- Next, go to the dropdown box in your scene setup area, and select the
Spotlight 1 (2) view :
Once you've done that, you'll now be looking at the same thing that your first spotlight was seeing. But this time, the spotlight will already be positioned and set up with the same parameters as the first one. It's a bit of a shortcut that I use frequently if I'm adding multiple spotlights for windows. The only thing you need to do from here, is pan the spotlight along the
X-Trans to one side or the other. So move this second spotlight to whichever side the other window is on, and once again, aim that center, smaller circle to be pointing through the window.
Set up your second spotlight's parameters now :
Shadows On : Raytraced.
Shadow Bias : 0.20.
Shadow Intensity : 80-85%.
Shadow Softness : You want, for this kind of lighting, probably in the neighborhood of about 50-60%.
Pick the color you want for the light.
Now repeat that method one more time for the third window. Be careful to make SURE that each time you duplicate the spotlight, you select the NEW spotlight from the dropdown box in your Scene Setup/preview window before moving it along the X-axis! Otherwise you'll end up moving the new spotlight and you won't actually be looking through the correct view, or have any idea just where the new spotlight is aiming.
Method Two :
This involves creating a new spotlight with all default settings, at which point you would have to once again move and rotate and aim the light, set up all the parameters and the light color for the new spotlight all over again.
I vastly prefer to use the first method when all I need is to move a second or third spotlight along the X-axis for additional windows. It saves a lot of time, and a lot of clicking, and I can just edit the parameters of the new spotlights later on if I need to change anything.
19.) Now, return once more to your render angle. Go into your
Lights tab again, and because this is a more modern scene, we're going to create a third, new spotlight. This time, make sure you select
"Apply Default Settings." Because more modern rooms usually have at least one light source on the ceiling, we don't want to copy the camera view for the light, and we do NOT want to copy the lights that are aiming through the window!
So, you've clicked on the dropdown box in the Lights tab, selected "Add a New Light" and chosen to apply the default settings. You now have a third spotlight in the scene.
20.) Click on the view dropdown box, and select this third spotlight's view. You'll once again be playing the part of the mouse and staring at the floor of the scene.
-- Raise the spotlight up on the
Y-Translation dial a wee bit so that you're at least off of the floor.
-- Now, go to your
X-Rotate dial, and rotate it downward. You want the spotlight to point right down at the floor! I usually set my X-Rotate to a value of -90.00
-- At this point, you might need to move the light so that it's actually illuminating the scene. Pan the light along the X and Z axis until you have it aiming at roughly the center of the floor in the room. Now, pan the light up along the
Y-axis; turn your Y-Trans until you can see the majority of the room through the light's view. Don't worry about trying to get the ENTIRE box/mesh of the room into view; light fades out at the edges, after all. You just want to get the majority of it in view of this last light.
This is the sort of thing you should now be looking at, on this new spotlight :
-- From here, you need to set up the parameters of your ceiling spotlight. This is what I have set mine to for this scene :
Light Intensity : 45%
Shadow Type : Raytraced
Shadow Softness : 65%
Shadow Intensity : 80%
Shadow Bias : 0.20
Shadow Color : Again, here, I chose a pale yellowy/white-ish type of color for the ceiling light.
21.) Now, just go back to the dropdown box in your scene preview/setup area, and select your render angle. Then do a test render, and see what you've got for results.
I know this seems like a huge long series of steps to take, but that's because I'm just trying to lay out every single thing I do, so you can get an idea of the whole process. In reality, doing a setup like this, for the initial setup, only takes about five minutes to do once you're familiar with the parameters and all of that.
Once your test render is done, take a look at it, and see if you like what you have. (I usually do these test renders at rather a low pixel size - you only need to see if the shadows are casting where you want them.)
If you don't like the results, then you just have to go back to the lights and fiddle with their parameters; adjust things like light intensity, shadow intensity, for the window spotlights, you might need to adjust the angle that they're pointing into the room or maybe the spread angle might need to be increased or decreased in size.
Once you have the initial light rig in place, the rest is just playing around with the settings and doing test renders with each change, until you have what you're happy with for the scene. For this reason, I normally set up my light rigs either before I add my figures to the scene, or very early on before I've added too many figures. You want the interface nice and fast on this part of the process so that setting up the lights isn't such a hard PITA to do.
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This was my final result with the light rig up above. I ended up increasing the shadow softness on all of the spotlights to 60%, and increasing the Shadow Intensity on the "ceiling light" to about 90%. I also had to change the light colors a couple of times, and made some additional adjustments to the window spotlights in terms of reducing their spread angle and raising them up a bit higher on the window.
I think I went through about three different test renders before I had shadows and lighting that I was happy with for this one. Normally, I would be using AOA's Advanced Ambient lights, but those take a long while to learn
(and have to be purchased from Daz's store), and I wanted to show you what can be pulled off with just the DS-native spotlights for this exercise.
So, this was the final result after additional tweaking of the various spotlights :
I would probably end up going in adjusting the shadows a bit more for a full, formal render. The ones under Blake's feet are just a bit too crisp for an indoor lighting situation, and the lighting overall could use a little touch of gamma correction in postwork.
This isn't half bad for a quickie light rig in 3Delight, though. I have no idea how Iray works, but Iray is capable of producing quite literally photorealistic quality images. I have in the past gotten very close to photoreal with 3Delight, but it requires some more advanced types of lighting and a LOT of time for rendering
(though not as much time as Iray takes on my laptop lol).
Hope all of this helps somehow. I know it's a lengthy piece and it will take time to get through all of it.