In this guide Nomer checks out Emissve materials to help light your SketchUp models.
Nomer continues his great collection of lighting tutorials to help you get to grips with and simplify this often complex process, with some easy solutions to this often frustrating and confusing aspect to rendering.
All Rights Reserved.Part 1 in this series can be found here. This example shows the effect of effect of the multiplier when the texture option is enabled. Specifies a texture map to use for the self-illumination color. When enabled, the intensity of the light material will be adjusted to compensate the exposure correction from the physical camera. This example shows the effect of the compensate camera exposure option. This example shows the effect of the multiplier value when the Emit light on back side is on. This example shows the ability of the VRayLightMtl to emit light from the back side, as you can see in the mirror behind the lighting disk. The GI is now lighten up the shadows and creates a more soft overall lighting. As you can see, We have decreased the intensity of the Ambient lights, to make the effect of the multiplier more visible.Īs you can see, we have added some lights VRayPlaneLights for ambient lighting. These examples demonstrate how the material behaves in V-Ray, and how its parameters influence the look of the final results. The emitting surface of the soft-box has VRayLightMtl applied. Here is a scene rendered with the default VRayLightMtl. Larger values cut away more from the light lower values make the light range larger. This can be useful in scenes with many light sources, where you want to limit the effect of the lights to some distance around them. This parameter is not available when the renderer is set to GPU. Higher values reduce the noise, but increase render times. Lower values may be faster to calculate, but may introduce noise in the image. Any object to which this material is assigned turns into a light source, similar to a VRayLight Mesh light. There are currently some restrictions on using these options. The controls in this section allow the user to turn the objects with this VRayLightMtl material into actual direct mesh light sources. Texture - Specifies a texture map to use for the self-illumination color.įor more information, see Texmap example below. Otherwise, the color and opacity act independently so-called additive transparency. When disabled, the material is rendered as black on the back sides. This means that it uses the "color" output of textures rather than their "mono" output, in difference from the Opacity slot of VRayMtl materials. This is so that perfectly transparent materials that nevertheless still emit light can be created. Note that making the material less opaque does not affect the intensity of the self-illumination color. For more information, see Default Color and Multiplier Values example below. Note that this does not affect the texture map, if specified. This material is generally used for producing self-illuminated surfaces.