Interior Renderings & Introduction to Lighting
In this exercise, you will work establish an interior perspective to render. You will also add lighting to the scene and control the output of the lighting.
Part 1: Setting up your view in Rhinoceros
- Follow Rhinoceros 5.28 to set up a named view of your interior. You may wish to change the lens length down to 18(mm) to mimic a wide angle lens camera.
- Make sure your scene has appropriate materials assigned. If necessary, adjust texture maps to make materials have appropriate scale.
- Note: You should leave your environment and background lighting as it was in Exercise 11.7. You may, however turn off your sun if necessary.
Part 2: Adding Lights.
- Identify 2-4 places where you would like to add lights to your interior rendering. You may need to create geometry to hold the light. You can make this geometry as a block reference (Rhinoceros 5.14) 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) 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 in the scene.
- 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 creating 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 lamp shade/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.
- Note: You will need to create and assign a material for the lamp shade. I recommend creating a 2-sided material (V-Ray 8.16)with the front side being the desired pattern for the shade and the back side being left blank.
Part 3: Save Your Rendering(s) and Channels
- Change your Secondary GI Engine to “Deterministic Monte Carlo” 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 lab/HBA.