
Render Room + ExLight Material Based Light D|S

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Item Details
Vendor: | Excessive |
Published: | Apr 10, 2025 |
Download Size: | 222.6 KB |
Software: | Daz Studio |
dForce: | – |
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Favorites: | 12 |
Likes: | 12 |
Views: | 619 |
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5 Stars|Apr 11, 2025
Thank you!

5 Stars|Apr 10, 2025
Thank you for sharing this wonderful work! I am grateful!!
Render Room + ExLight Material Based Light D|S
A fully enclosed render environment (98 polys) and a simple material-based light prop (305 polys). Both are intended to be used for fully practically lit scenes + indirect lighting Iray rendering. The light is rigged with a child bone to help with Point At and targeting specific scene objects.
The room is just an airtight box with rounded corners, it includes a morph that can sharpen or loosen the corners as desired. The room has its normals facing inward, and is UV mapped; with surface groups for walls, ceiling and floor, so each of these can be changed or hidden by material if desired. A simple white plastic Iray material is already applied. NB: Since the room is completely enclosed, render settings environmental lighting is blocked; you ** must add lights to the scene to render! **
The light model is an adjustable spotlight, with a torus light emitter that can be morphed into a disk; and a white backing shroud that bounces light in the desired direction and can be adjusted with various included morphs. It is not intended to be any sort of advanced or highly accurate lighting system, if you prefer using the DAZ vanilla lighting you can use it with the render room if you like. Several light setups are included that have pre-configured light targets and a camera that can be easily added to or removed from a scene. Brightness of the light is set in the Light surface group's Emission branch; adjust Luminous Efficacy as desired, by default it is set to 50 lm/W.
NOTE: the ExLight spotlight can be used for all sorts of situations besides just the enclosed render room - I actually use it all the time myself in HDRI/Backdrop renders!
IMPORTANT NOTE: Rendering and lighting this way, with a fully enclosed render room and individual lights, requires a lot more render overhead than rendering with an HDRI environment dome and an open render area like with a simple floor and backdrop, one big reason being that the HDRI environment dome does not have to catch and reflect any of the light rays required to render the scene; an enclosed environment has to rely on hand placed lights and their bouncing rays to land on every surface that you want to show up in rendering, and the default settings allow the render engine to do its best to get enough light rays onto all surfaces (even surfaces not in camera view!). Basically this means tons of extra math, so you will find it takes longer time to render the enclosed room to get comparable quality, or that renders are very grainy if not allowed to run to a very high convergence value.
A very important render setting to help control this behavior and make renders run quicker, with a sacrifice in lighting accuracy and quality, is OPTIMIZATION -> MAX PATH LENGTH. This setting controls the number of times light is allowed to bounce, and has a huge impact on render time if changed from the default value (-1, which allows the render engine to decide when a given light ray has bounced enough times).
A ray striking any transparent surface counts for this! An absolute minimum value of 2 is necessary for anything to show up in your render, but this will result in things like the character's eyes being black - because light rays hit the EyeMoisture surface, which encapsulates the eye geometry and the textures you expect to see, and stop bouncing. Setting it to 3 still has the character render with the eyes being black, because even though the light rays can use the extra bounce to pass through the EyeMoisture geometry and hit the actual eye surfaces, it bounces back to the EyeMoisture geometry again trying to reach the camera and stops. Thus, a practical minumum for the Max Path Length setting is at least 4 or 5.
The room is just an airtight box with rounded corners, it includes a morph that can sharpen or loosen the corners as desired. The room has its normals facing inward, and is UV mapped; with surface groups for walls, ceiling and floor, so each of these can be changed or hidden by material if desired. A simple white plastic Iray material is already applied. NB: Since the room is completely enclosed, render settings environmental lighting is blocked; you ** must add lights to the scene to render! **
The light model is an adjustable spotlight, with a torus light emitter that can be morphed into a disk; and a white backing shroud that bounces light in the desired direction and can be adjusted with various included morphs. It is not intended to be any sort of advanced or highly accurate lighting system, if you prefer using the DAZ vanilla lighting you can use it with the render room if you like. Several light setups are included that have pre-configured light targets and a camera that can be easily added to or removed from a scene. Brightness of the light is set in the Light surface group's Emission branch; adjust Luminous Efficacy as desired, by default it is set to 50 lm/W.
NOTE: the ExLight spotlight can be used for all sorts of situations besides just the enclosed render room - I actually use it all the time myself in HDRI/Backdrop renders!
IMPORTANT NOTE: Rendering and lighting this way, with a fully enclosed render room and individual lights, requires a lot more render overhead than rendering with an HDRI environment dome and an open render area like with a simple floor and backdrop, one big reason being that the HDRI environment dome does not have to catch and reflect any of the light rays required to render the scene; an enclosed environment has to rely on hand placed lights and their bouncing rays to land on every surface that you want to show up in rendering, and the default settings allow the render engine to do its best to get enough light rays onto all surfaces (even surfaces not in camera view!). Basically this means tons of extra math, so you will find it takes longer time to render the enclosed room to get comparable quality, or that renders are very grainy if not allowed to run to a very high convergence value.
A very important render setting to help control this behavior and make renders run quicker, with a sacrifice in lighting accuracy and quality, is OPTIMIZATION -> MAX PATH LENGTH. This setting controls the number of times light is allowed to bounce, and has a huge impact on render time if changed from the default value (-1, which allows the render engine to decide when a given light ray has bounced enough times).
A ray striking any transparent surface counts for this! An absolute minimum value of 2 is necessary for anything to show up in your render, but this will result in things like the character's eyes being black - because light rays hit the EyeMoisture surface, which encapsulates the eye geometry and the textures you expect to see, and stop bouncing. Setting it to 3 still has the character render with the eyes being black, because even though the light rays can use the extra bounce to pass through the EyeMoisture geometry and hit the actual eye surfaces, it bounces back to the EyeMoisture geometry again trying to reach the camera and stops. Thus, a practical minumum for the Max Path Length setting is at least 4 or 5.
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