Custom 3D Light Objects (Spot, Point, Area)
Lighting in Project Felix is currently handled through the Environment and Sunlight objects. Custom light objects would allow studio setups, with area lights that can be positioned, sized, rotated, colored, and set at varying intensities.
Hey everyone! Today we announced the release of a new app – Adobe Substance 3D Stager.
Stager builds on the foundation of Dimension but has a completely reworked infrastructure and is built for pro audiences.
Stager includes support for physical lights including point, spot, and area lights.
You can find more information about Stager here:
Katharine Gilbert commented
Did the previous FR from Felix not translate into Dn? There was a much more intensive request on lighting from that forum...
There needs to be a better way to add light ources. the enviroment reflections and intensity are great, but it doesn't give me a lot of control when i'm trying to dictate exactly where i want light and shadow to fall. I understand that adding sunlight gives me an extra light source, or i can create a giant glowing object of frame, but none of this is good and i feel like i'm trying to make it do something, when i should have settings for it.
So in short: we need an option for mulitple light sources and a waye to change the color and the position of those light sources.
VINCENZETTI RICCARDO commented
Spot light please.... :)
There is no way to turn off shadows separately from light at this time. If you're trying to make something 'floating' you'll need to move the objects up into the air away from the ground. Functionality for ground shadows is something we're looking into right now!
is there any way that I can remove the rendering of the shadows below the object?
Katharine Gilbert commented
Depth map (shadow map)- need to see the point from which the depth and point of origin is computed. Depth map framing- i.e. spotlights, omnidirectional (point) light, directional (infinite) light. Ability to raise the resolution of the shadow map to obtain the desire effect and eliminate visual artifacts. Ability to use more than one light in a scene. Ability to focus lights on different objects independently from one another. Ability to control transparency object shadow support. Ability to control shadow color according to the scene.
Raytraced shadows- (the one we all want for many of desired issues state above are not normally issues with raytrace!)
Ambient Occlusion in global illumination- indirect light that interreflects with surfaces in a scene.
IBL- ability to create one’s own. (Ps has this ability which helps one experiment according to their creation.)
Bounce Light- bouncing light from a reflective surface.
Caustics- (one I have wished for a long time- ability to fake but…) Key in regard to transparent object lighting.
Fresnel Effect- object surface determines the transmitted light effect.
Anisotropic Highlights- another surface/light effect desired.
Reflection- Diffuse, glossy and specular.
need directional lights
omit shadows. Sometimes I don't want to have a shadow at all.
Add a few lights, like spot and soft box that we could add as needed. A few basic polygon tools would be nice as well.
Yes, the light controls are a bit stiff right now. We can rotate the light source but just in one axis. Adding custom lights is needed, even though the "lightning from an image" works great, it would be nice to have the chance to "lie" a little bit.
add physical lights pls
Additional lighting support. As you can see in the render screenshot my bottle's shadow is not in exactly the correct angle compared to the other shadows. It was very hard to see if the angle was right from the previews so a shadow preview would be nice.
Add specific lights and gpu setings make tools easier to use and find. Add better library of objects textures, water, etc. Better shadows are needed.
Can't figure out how to change light placement
IDEA: Add directional light (infinite w/ shadow softness) on top of IBL, with interactive positioning.
I get it - a spherical HDR is "easy-to-use lighting" since all the user can do is rotate it or adjust brightness, and it produces pretty good results. But for product renderings, very frequently a key light is needed that isn't where the "sun" might be in the IBL. Right - so how to make that "easy" as well?
Without putting another object type out into 3D space, just do what OGL renderers have done for a decade - position this infinite "sun" light by clicking on the primary model's 3D surface. Use the surface normal to know the light's relative position (at an infinite distance, makes no difference with parallel rays), plus the user gets to "interactively define" a primary specular, while putting the key light (or fill) shining onto the surface they want it on.
I'm pretty sure Keyshot and HDR Light Studio now offer this, and my old project Showcase had this in 2007. IMHO, much better than the Adobe "global light position" sphere widget, for something like Felix.
Hani Tiby commented
I've used a box with glowing material to add extra light and reflections, like white cards or softboxes
You're one click HDRI lighting is amazing. However, it isn't helpful when we need to put focus on a subject in a way that is what you might consider artificial. What would be useful would be the ability to add more lights manually that mare matched to the scene lighting by default. FOr instance, I used a beach image as a background and put an alarm clock on the beach. very surreal, much wow. However, the natural lighting casts a shadow over the face of the clock. This would not be useful in a commercial sense, even though it's very real and IS what we want, true lighting. We need to be able to add additional lights and position them as needed like spot, ambient, glow, (think Aftereffects but with clearer language and function.) so that we can bounce (bounce would be a great light to add) light to the face of the clock. And again, rather than have use fiddle with the light settings, default their creation in the scene to that of the HDRI we created from the image. If we haven't created an HDRI yet, then default them to whatever you want. However, the moment we click the one button HDRI lighting, give us the option to match the lights we've manually added to the scene to those same color and intensity settings.
Great tool, very young but the simplified guts of it are a great core process for the start of the tool. We don't want C4d, or we would use it for the task at hand (I am a c4d user). But we do need a bit more here to make it production useful.
Dan McClintock commented
Have the ability to sharpen shadow edges. Also have a similar 3D light widget as seen in the current version of Photoshop CC
If there was a way to add a cast shadow, that would be cool
Daniel Badde commented
It would enable me for example to place a spotlight on a (moving, if animation will be supported) object, or change the color of the light. Or with volumetric lighting it looks like the light shines through fog or smoke, that can have a very dramatic effects. With my propositions, you'd be able to make a lot more individual light setups than with a series of pre-composed setups, that might be well made and good looking, but not always the right thing.