Tako Yakida World - CG art using DAZ Studio, Hexagon, Carrara, LuxRender, Reality and Photoshop Elements 9



Making Your Lampshades Look Nice

Posted on June 25, 2011 at 10:14 PM

Today I am going to go over how I made the above image. The prop I used was the lamp from the Danielle Bedroom in the DAZ store.

The floor texture was a nice freebie from CGtextures.com. I recommend you try them out for some good variety.

Anyways, this is a fairly easy setup so I don't expect this tutorial to be 500 pages long, but if it does become 500 pages, too bad. :)

First, the scene is made up of a "box" of simple planes. You can create planes from the Create menu, New Primitive item, or by using the New Primitive button on your toolbar (if you set it up that way. If you have not set up your toolbar that way, you can change it by going to View, Interface Layout, and I select "Classic".)

You might notice I called the file "Lamp in grey room". Wel, l ended up making it brown and did not bother to change the file name. So that is the reason for that.

Next, here is a shot from above and behind so you can get an idea of my light setup (I hid the unnessary walls and ceiling for the purposes of the scene):

What you are looking at is one softbox with the "snoot" walls extended and one PointLight right inside the bulb of the lamp.The softbox comes as a prop with Reality and the PointLight is a DAZ Studio native light.

To make sure the light from the lamp does not burn a hole in the floor, you have to block it similarly to how the lampshade works. So I created a cylinder from the same menu as the planes and squished it down using the scale tool until it resembled a dime.

Then I simply put it in the center of my lamp, at the base of the shade. (By the way, in the below pic, "10:13" is the aspect ratio, the ratio between the horizontal and verticle size of my image area.)

One quick way of centering your objects with each other, is to parent the one you want to center into the one that will stay in place, then simply delete each axis value in the parameters window that you want. For example, if you like where it is vertically (the Y axis) you would delete the x and z parameters to get it centered horizontally only. Then when you are done, simply unparent it (or leave it parented if it does not matter for your particular scene).

However, if your lamp is already at the zero coordinates, no parenting is necessary. Just delete the x and z values of your cylinder and you are done. In my case the lamp's center did not match the center of the cylinder, so I had to then eyeball it into place. This can happen simply because the original creator of the model did not adjust the center of the their object before importing into Poser or DAZ Studio. It makes things like rotating rather a pain:

If you get poke-through due to your cylinder having rough edges, simply make a new cylinder with more sides. Try 30 instead of the default 15.

Ok, now we call Reality. I set the walls to matte as we don't want them eating up render time, and made the back wall a nice brown color of 81, 54, 2 in the Diffuse tab.

The floor I made nice and glossy and used a bump map I created by making a black and white high-constrast version of our wood texture.

Then you want to make sure your bulb is see-through, so I set it to Glass and hit the "architectural" checkbox to simplify it so that it takes less time to render.

If after turning it to glass, it is still not see-through, try deleting any textures it may have. In my case it seemed to have not mattered much but your results may vary. Especially for eyes, you don't want to have any textures in the glass, otherwise it will obscure the eye color beneath.

For the lampshade and cylinder, I set them to matte trasnscluent with the following options:

For the lamp shade, I left the alpha channel at 1.0. For the cylinder, I found that it blocked too much light, so I lowered the alpha to 0.92. You can raise and lower that to control how much light you want going through the bottom.

And here are the settings for the rest of the lamp (note: the "metal" surface of the lamp looked like wood to me, so I set it as I would for any glossy wood. I also set the "plastic" surface the same):

For the lights, I thought I set the gain of the PointLight to 0.1 but it's showing me now 0.2. You can try either one; the lights are adjustable in LuxRender so it is not too big a deal. The softbox I left at default.

And next I set the exposure of my "camera" before opening Lux to save time:

After hitting the Render Frame button, I wanted it a bit brighter, so from within LuxRender, I adjusted the gain of the softbox to about 6. You can therefore set it to 6 right in Reality if you'd like to get that out of the way beforehand.

The End. :)

Categories: Reality Tutorials (English)