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A Guide To Neon Lights With V-ray - Basic Interior Lighting PDF Print E-mail
Written by ateya3d   
Sunday, 06 July 2008 02:09
Article Index
A Guide To Neon Lights With V-ray
V-Ray Light Material
Basic Interior Lighting
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Vray final
 
Isometric View Of Entire Scene


V-Ray Light Settings


Note: The light in this scene comes from three sources.

1. Environment light
2. The neon light
3. The V-Ray light
(All of the above contribute to the global illumination)


As you can see from the screen grab above, the V-Ray light is positioned in the top right portion on the scene. It is facing towards the wall and is aimed slightly towards the main scene geometry. I wanted to make it appear as though there was a bar or some other light source just off camera.

- Multiplier was set to 60
- A redish color was applied to the V-Ray light
- Subdivs were left default at 8



V-Ray Camera

- Type was set to Still cam
- F-number
was lowered to 2.0
- Exposure was left on
- Vignetting was disabled

V-Ray Material Settings for the Wall


Note: I wanted the wall to look old and worn down. I added some displacement to the wall as well as some graffiti to give it some character.

- The material has light Fresnel reflections with an IOR of 2.0 with a max depth of 8
- Reflection glossiness was set to 0.85 (this increases the material's glossiness) with a max depth of 8


V-Ray Displacement Settings for Wall (Left)
Mapping was usedlaster2D.jpg was used for the displacement map
- Amount was set to .03"


Displacement Map (Included in zip file)


Texture Map For Wall (Included in zip file)



V-Ray Displacement Settings for the hand Chalk (Left)
D Mapping was used- chalkdisplace.jpg was used for the displacement mamot was set to.001"

Note: The displacement map choice for the chalk was fairly arbitrary. Basically all I wanted was to have a rough surface on the chalk to simulate it has been used.



Hand Chalk (white object)


Texture Map For hand chalk (Included in zip file)

 



Last Updated on Sunday, 06 July 2008 20:45