VRayLightMtl examples |
Example 1: Default Color and Multiplier values
Here is a scene rendered with the default VRayLightMtl. These examples demonstrate how the material behaves in V-Ray, and how its parameters influence the overlook of the final results.
The white plane is a default VRayLightMtl. The teapot is a default VRayMtl with Reflection. Rest is just VRayMtl with diffuse colors.
Default Lights - Off.
Multiplier: 1.0
No GI, No lights
Multiplier: 50.0
No GI, No lights
Multiplier: 1.0
GI on
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We are going to render this scene with Default Lights - Off till the end of the example and no lights will be used in it as well.
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As you see the image is absolutely dark except
the plane
(self-illuminated) and
the reflection on the teapot. Notice we have no GI and no lights at all here, so the dark part of the scene is totaly expected and reasonable.
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Notice that nothing changed in general, BUT the reflection on the teapot got stronger due to higher multiplier. Rest is still black: because we still have the GI off.
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As You see turning GI on almost didn't change the overlook. That is because of the Multiplier value: 1.0.
It acts mainly as just self-illuminating the object that has the VRayLightMtl.
Multiplier: 5.0
GI on
2-sided off
Multiplier: 5.0
GI on
2-sided on
Multiplier: 10.0
GI on
2-sided off
Multiplier: 10.0
GI on
2-sided on
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Now You can notice that increasing the Multiplier has influenced visibly the scene (shadows also appears).
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Scene starting to gather more light because of the 2-sided - on.
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As You see the back is still dark, but You can already notice the blue wall receiving some GI, due to higher Multiplier. Shadow also appears more defined.
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Scene starting to gather more light because of the 2-sided - on. But we also start to get some burnt areas due to Linear type of Color mapping.
Multiplier: 30.0
GI on - default
2-sided off
Exponential
Multiplier: 30.0
GI on - default
2-sided on
Exponential
Multiplier: 30.0
GI on ; 2-sided off
IR: HSphS: 100
IR: Interp.S: 40
Multiplier: 30.0
GI on ; 2-sided on
IR: HSphS: 100
IR: Interp.S: 40
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So, increasing the Multiplier affects the GI more (we have more light). But You can also notice that our render is quite splotchy.
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Scene starting to gather more light because of the 2-sided - on. Still splotchy GI solution.
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Comparing this result to the previous is much better. GI solution is clearer and shadows are more precise. Of course this leads to higher render time.
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Comparing this result to the previous is much better. GI solution is clearer and shadows are more precise. Of course this leads to higher render time.
This example shows using the Texmap slot and how the map determines the Color parameter.
Multiplier: 3.0
GI on ; 2-sided on
IR: HSphS: 100
IR: Interp.S: 40
Exponential
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Using a Bitmap in the Texmap Slot. Multiplier is quite low, so almost the plane and the reflection on the teapot are visiable.
Multiplier: 30.0
GI on ; 2-sided on
IR: HSphS: 100
IR: Interp.S: 40
Exponential
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Increasing the Multiplier leads to much lighter overlook of the scene. Notice now the Bitmap is getting closer to white color look, due to multiplying the (R,G,B) values of the Bitmap.
Multiplier: 3.0
GI on ; 2-sided on
IR: HSphS: 100
IR: Interp.S: 40
Exponential
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Here is another Bitmap assigned to the Texmap Slot.
Notice that we haven't changed the VRayMtls for the surrounding walls, but the scene looks different from the previous one due to the new Bitmap.
Multiplier: 30.0
GI on ; 2-sided on
IR: HSphS: 100
IR: Interp.S: 40
Exponential
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Increasing the Multiplier leads to much lighter overlook of the scene. Notice now the Bitmap is getting closer to white color look, due to multiplying the (R,G,B) values of the Bitmap.