Exercise 220

Introduction to Lighting

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In this exercise, you will work to create several lighting fixtures that include emissive materials. You should coordinate the lighting fixtures you design here with your final project (Assignment 205) and with your work for Assignment 204.

Part 1: Identifying Lighting Locations/Fixtures

  • Identify 2-4 places where you would like to add lights to your interior/exterior rendering (for Assignment 205). You will need to create 2-4 lights for this exercise (depending on time). You will not actually insert your lights into your Assignment 205 project until Exercise 221.

Part 2: Building Lights

  • You will now need to create geometry to hold the light.
    • Note: You should make this geometry as a block reference (Rhino 5.14 [blocks]) so you can use it later.
  • If you can see the light source (i.e. a bulb, neon, etc.) then you should create and use an emissive material (V-Ray 8.15 [emissive material]) to represent the bulb.
    • Note: Turn the intensity up to 100 so that you can see the bulb in your rendering.
  • Place your light geometry (as a block) in a basic scene. (You will need to establish the light (for V-Ray) in this scene, not in your block).
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    • If your light is coming from the ceiling, create a spotlight cone below the light that points down at the floor. The spotlight base should be rather large (2’+ in relation to the height 1’ which will splash light on your walls rather than create a spotlight on the floor. Select this spotlight and navigate to the light pane of the properties page. Change the Multiplier to be 40, the Units to be Watts, and the Decay to be “Inverse Square.” The color of this light should be R255, G214, B170 (Which mimics incandescent light).
    • If your light is coming from the floor, use the same technique as above, but make the spotlight with a negative height.
    • If your light is coming from a lamp (from all sides of a light source), create a point light and place it inside your lampshade/light fixture. Change the Multiplier to be 40 and the Units to be Watts (Radiant Power). Make sure the Decay is “Inverse Square.” The color of this light should be R255, G214, B170.
  • Load the sample “basicnightscene.visopt” into your sample scene to establish some basic night lighting settings.

Part 3: Save Your Rendering(s) and Channels

  • Change your Secondary GI Engine to “Brute Force” and perform a final rendering. Ideally, the final rendering would be 800px or larger along the larger size though this will depend on the time remaining in the lab. If you want to shorten the time to render, change the Secondary GI Engine to “Light Cache.”(unless you are using distributed rendering)

Part 4: Posting Your work.