VRay indoor common lighting method:
One, straight forward concealed lights: in the front view drawing vraylight (note that on different occasions there are different directions, such as the ceiling concealed lights to play up, there are also forward playing and downward playing), the intensity of the general control of the 5 or so test appropriate until. Lights adjusted to invisible.
Two, shaped concealed lights: like a modeling light slot can not be played with vrlight, you can go through some of the alternatives to impose self-luminous, through which you can create a shaped concealed lights. As an example, for example, if there is a round light slot on the canopy, use the above method to hit a concealed light strip.
1, draw a circle on the top view, thicken its thickness
2, tap: Enable in Render and Enable in Attempt in the Modify panel
3, snap-align it to the circular hidden slot
4, then give the object a random material
5, set it to a vray self-luminous material ( vraylight)
6, change its color to increase the appropriate multiplication
7, right-click on the object to select the object properties will produce shadows, accept shadows, and visibility are turned off as well as visibility to the camera is also turned off.
Three, indoor spotlighting method
1, the use of the light is photometric lighting below the target point source
2, multiplication: according to the size of the scene and the degree of distance between the lights can be freely set the parameters, generally in the CD as a unit of the size of the 800 to 3000 ranging from the distance between the wall and the downlight is too close to the distance can be appropriately pulled away
Note:
a, the shadow below the start point to select, the type of vray shadow
b, in the intensity of the distribution of color distribution below the distribution of web
3, do not vray area shadow under the area of the shadow to open the shadow, this will consume a lot of time, but also a lot of miscellaneous points.
Four, all kinds of light box lamp post lamp post setup technique steps:
1, the light box will be given to the material on the basis of additional VRAY light material
2, in the following none to add a light box mapping
3, in the vray material on the basis of additional material wrapping material, at this time you will find that the picture inside the light box is not clear, to change the clarity then, in the self-illumination of the light box, the light box is not clear. To change the degree of clarity, in the self-luminous will be reduced to 0.5 or so, and then in the wrapper below the GI can be increased to 2 or so can be caused to make the light box brighter there is no color overflow.
Fifth, various chandeliers (ceiling lamps) lamps, wall lamps set up techniques
Chandelier playing method: usually used more playing method is to use the floodlights to play, this playing method is suitable for the effect of the quality requirements of the map is not very good and very little time to use this method of playing, that is, in the absence of the need to open the shadows of the case of floodlight intensity to 1 or so, open the distance attenuation using the beginning of the start set to 0 so that the beginning of the attenuation of the light box. 0 so that the beginning of the attenuation, the end of the range than the volume of the lamp can be larger.
Want to create a good atmosphere for the lamp its best to use vraylight to do, steps:
1, draw a vraylight, the type of spherical, the size of the chandelier than the larger
2, pull to the right position to adjust the color and multiplication (0.5 or so) and check the invisibility of the light
Ceiling light to play: with the chandelier, if you use vraylight to create a good atmosphere. Chandelier a bit, if you use vr light to play the light to pull up, only let the light of the general exposure can be.
Table lamps to play: in addition to the same with the previous two lights to play with the same way can also be used to create a free point light source. Just add a WAN of the lamp (give it a value of around 500). Then there is its shadow selection is the standard shadow, the last is to click on the modification panel below the parameters of the exclusion, the table lamp itself will be excluded from the object to avoid causing unnecessary shadows.
Six, wall lamps playing: its playing with the table lamps and chandeliers are basically the same
Downlights: photometrics, the target point of light, and then choose a good bit of light field network, remember to point of light to be a little farther away from the wall, because the downlight shining on the wall of the light is actually very weak.
Seven, the sky light and sunlight with the setup of the simulation environment
1, the use of sky light and MXS's own lights (target parallel light or Iesun ) Note that in the use of these two kinds of light with the time of the target parallel light and iesun should be turned on the shadows and the type of the shadows are VR, otherwise you will find the scene is very exposed.
2, the use of vrsun and vrsky (vr sky light, is a sticker map) which their parameter settings Vrsun turbidity to 15, intensity multiplier 0.02 Vrsky turbidity to 5, intensity multiplier to 0.03
3, the use of vrlight and max own parallel light to combine note that, in the join vrlight after the subdivision of the to give high, about 50 or so, otherwise there will be spots multiplier to about 2, check its invisibility. Color appropriate to the sky blue this combination in the production of large scenes is more time-consuming, but at the same time is also one of the most commonly used combination of ways to pay attention to the vrlight when playing the location of attention to the direction of the light can not be adjusted wrong.
4, the window lights adjusted to self-luminous material.