I have a huge backlog of renders for folks (and if you’re in that list, I apologise) that I’m working through steadily. Meantime thought I’d share this one of a Gladiator I threw together to test a new set of lights.
The reflection on the metal is nice, and seems realistic, but the effect on the skin tone is puzzling.
–Is it a setting on the skin that ‘absorbs’ light in some fashion as a default?
…also, the light inside the helmet falls upon his chest, but outside that field, it is the muted light effect I mentioned in the first comment.
–How does that occur?
The inside of the helmet is the same shiny metal as the outside, and it’s causing a parabolic light effect, illuminating the face and top part of the chest. That’s why they are much brighter compared to the more muted lighting on the lower chest.
I was quite impressed that DAZ Studio did that with its raytracing engine instead of just having those parts cloaked in shadow :)
Nice.
The reflection on the metal is nice, and seems realistic, but the effect on the skin tone is puzzling.
–Is it a setting on the skin that ‘absorbs’ light in some fashion as a default?
…also, the light inside the helmet falls upon his chest, but outside that field, it is the muted light effect I mentioned in the first comment.
–How does that occur?
The inside of the helmet is the same shiny metal as the outside, and it’s causing a parabolic light effect, illuminating the face and top part of the chest. That’s why they are much brighter compared to the more muted lighting on the lower chest.
I was quite impressed that DAZ Studio did that with its raytracing engine instead of just having those parts cloaked in shadow :)
Thanks for the reply. :)
Wow, that’s pretty realistic.
Is that F4?