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Adding the IES light type

From: SketchUp Rendering Using Twilight

Video: Adding the IES light type

So far, we've seen that Twilight's Spot light can be used in a couple of ways, firstly, as a spotlight naturally. But we've scene that it can also be turned into a very handy projector Light. Of course, we do need to know that Twilight's Point light can also be turned into a projector light. What we'll do in this video is show you that there is actually a third option available when making use of the Spot light. Essentially, we can attach real-world lighting data to it and turn it into an IES light type. So once again, let's bring our Spot light into our scene, come down to our Layers option, and put a check in the Spot Light Layer.

Adding the IES light type

So far, we've seen that Twilight's Spot light can be used in a couple of ways, firstly, as a spotlight naturally. But we've scene that it can also be turned into a very handy projector Light. Of course, we do need to know that Twilight's Point light can also be turned into a projector light. What we'll do in this video is show you that there is actually a third option available when making use of the Spot light. Essentially, we can attach real-world lighting data to it and turn it into an IES light type. So once again, let's bring our Spot light into our scene, come down to our Layers option, and put a check in the Spot Light Layer.

But you of course need to select our Spot light and then click on the Light Editor icon, because we need to gain access to the IES tab. If we click on this, you can see we have one option in here that essentially allows us to load our IES profile and attach it to our Spot light. There are of course lots of free IES files that can be found on the world wide web. Many lighting manufacturers, such Erco.com, provide them for free, oftentimes along with 3D models of the light fixtures they profile. The one that I will be using is from my personal IES Library collected over a number of years.

You will of course need to add your own IES file in here. Let's click then on the Load button and navigate to where we have our IES file, select that, and that's it. We've now attached real-world lighting data to our Spot light object. You may have noticed that in the scene that object has actually changed shape. This is very typical behavior in many applications that allow the use of IES profiles. Essentially, the light icon is trying to shape itself to the emission pattern that it sees in the IES file.

This oftentimes can give us a visual representation of that emission pattern. Now just before we take a test render to see how our IES file will affect our Spot light, I just want to make one little tweak. I want to come into the Standard tab of our Light Editor and I want to set this Light Strength to a value of 1. You see, the brilliant thing about IES files is that they not only contain light distribution data, but also the intensity data of a given light fixture. This is measured in lumens. Our Light Strength value of 1 essentially tells Twilight to look at the IES file and read the intensity data from there.

So let's now go and take a test render and see what this particular profile will give to us. What you can see is that we get a very realistic, very complex light emission pattern that we really couldn't create using any of the other Twilight light types. Of course, we are not limited to using the intensity data found inside of our IES file. We can increase our Light Strength if that is something that we want to do. We can also use the rest of the controls inside the Standard tab. We can increase our Light Bulb Size so that we get soft shadows from our IES light.

We can even set a color for our light if that is what we want. So again, with those changes made, let's take another render. What we get now of course is probably a more artistically pleasing end result, although we do of to keep in mind that we have actually now broken the physicality of the data that is contained in our IES file. But oftentimes it is just the emission pattern that render artist are interested in. They like to add their own intensity to suit the particular render that they are creating. So we have seen then that when it comes to mimicking artificial light sources in our rendered images, Twilight's Spot light offers us a very comprehensive set of tools with which to work.

However, our final artificial light type is possibly the most versatile and useful of them all, as it allows us to create a light-emitting object from any piece of scene geometry: this is Twilight's emitter material.

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This video is part of

Image for SketchUp Rendering Using Twilight
SketchUp Rendering Using Twilight

33 video lessons · 4560 viewers

Brian Bradley
Author

 
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  1. 4m 1s
    1. Welcome
      1m 5s
    2. What you should know
      2m 10s
    3. Using the exercise files
      46s
  2. 6m 53s
    1. Installing the Twilight renderer
      2m 52s
    2. Locating Twilight tools and features
      4m 1s
  3. 50m 22s
    1. Adding the Physical Sun and Sky
      6m 17s
    2. Employing the Point light type
      6m 35s
    3. Using the Spot and Projector light types
      7m 7s
    4. Adding the IES light type
      3m 48s
    5. Using light-emitting materials
      6m 59s
    6. Creating image-based lighting using High Dynamic Range Images (HDRIs)
      6m 12s
    7. Using Sky Portals for interior global illumination (GI)
      6m 43s
    8. Understanding the importance of reflectance in materials
      6m 41s
  4. 21m 54s
    1. Exploring Light Transport options in Twilight
      9m 18s
    2. Managing the Quality presets
      5m 57s
    3. Editing and saving presets
      6m 39s
  5. 22m 8s
    1. Positioning your scene view
      3m 23s
    2. Altering projection types
      5m 12s
    3. Working with depth of field
      3m 59s
    4. Working with focal length
      2m 44s
    5. Harnessing tone mapping, exposure, and gamma
      3m 59s
    6. Using two-point perspective correction
      2m 51s
  6. 38m 13s
    1. Introduction to Twilight materials
      8m 23s
    2. Creating diffuse surfaces
      6m 53s
    3. Creating reflective surfaces
      6m 53s
    4. Creating glassy refractive surfaces
      9m 28s
    5. Creating watery refractive surfaces
      6m 36s
  7. 31m 28s
    1. Rendering for animation
      8m 55s
    2. Rendering out an alpha mask
      3m 44s
    3. Setting up a depth render
      4m 3s
    4. Creating an RGB mask using the Diffuse Texture Pass preset
      5m 45s
    5. Working with a composite
      9m 1s
  8. 1m 13s
    1. What's next?
      1m 13s

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