So here's how it works: Different Point Light types have different falloff distances. We can use that to our advantage; Type 1 Point lights will be the bread and butter of this setup.
Position your platform far enough from a Type 1 Light source, and it'll project very little falloff on the White Screen. This way you can use the Type 1 Light Source to illuminate the back of your character, for example, while still being far away enough from the backdrop!
But where to position the Screens and the stand? Well, you see - housing spaces can actually be divided into a large grid, determined by the columns.
So apartments and FC Rooms measure 4x3; small Houses are 4x5 (actually 3x3 + 3x5) and Mediums are 4x6 (same caveats apply.)
Now here's the thing: The base of a White Screen measures exactly 1x1!
Now here's the thing: The base of a White Screen measures exactly 1x1! So back to our Lego board, you can position the elements like so:
And behold the real thing! (Anticlimactic, I know.) In this setup, I also included a set of White Screens dyed Snow White on the opposite side to provide more backdrop options.
Now for a practical shot: Light Level 0, Character positioned.
Let's position a very intense Type 1 source behind the character. Turning to the front of the character, notice how the background stays dark, but with a very strong rim light.
The second Type 1 to the top right front will provide volume and give the face some depth.
The third point light is set to Type 2 and positioned behind the White Screen, to provide a different rim light source.
Time for some GShade magic. Cocktail, from Neneko's Summer Vibes set; Character Lighting is set up to 72, and some minor adjustments to lights 1 and 2.
And there you have it, a nice Synthwave-like shot.
This shot was done using this new setup. It was made with a medium type 1 yellow source to her back left top side, and a type 1 weak steel gray source to the back top right. The background lighting is very subtle and provided by a weak white source immediately behind her.
A type-1 purple source at the weapon's location, type-1 golden to the character's back left side, key type-1 white-purplish light to the character's front top right side.
And finally, one using the white background. Same concept, but the backlight is actually a type 2 orange source to project a strong falloff. White and Orange Type 1s on the front to provide shades - look how well defined the belly and arm shades end up, giving it a nice volume.
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Previously, we talked about gpose controls and how to use them in a controlled setting. But instances offer amazing places for scenario composition: so grab your backpack, we're hitting the Duty Finder!
One thing that may escape our attention when planning for solo shots is that it's very easy to use dungeons as backdrop: Newer dungeons benefit from Explorer Mode, while older dungeons can be entered solo by selecting Unrestricted Party. Both options can be found under Settings.
Raids, on the other hand, can be finicky. There's no Explorer Mode, but regular 8-people raids can be accessed with Unrestricted Party.
Some (I'm looking at you, NiER raids) have access points that you can use to jump into an empty copy of the raid instances.
Quick GPose tip:
You can use profile-relative positioned point lights to give volume and definition to faces and expressions. It's super quick to set up, and it cleans up jagged light projections too!
Did you ever lose your keybindings or HUD layout configuration?
Or maybe preset changes, or wish you could revert a preset you modified a bit too much?
From Wikipedia: "Portrait photography, or portraiture, is a type of photography aimed toward capturing the personality of a person or group of people by using effective lighting, backdrops, and poses." en.wikipedia.org/wiki/Portrait_…
Given the nature of this theme, we'll be relying heavily on facial expressions. If you want to learn more about how to use the gpose tools for that, check out this thread: