Join Dave Schultze for an in-depth discussion in this video Environment settings, part of Rhino and V-Ray: Rendering.
Next up, we explore environmental lighting, which used to be an advanced topic, but now is very easy to use. So previously, we had set the environment lighting and the background, to use black and white colors. By now replacing these solid colors with an image, we can simulate a more complicated and dynamic environment. Just a heads up we're going to be using some different backdrops. You'll note in the top view I'm just got a round floor and that's so we can see some of the effects in the background without it being blocked by the wall. Okay let's launch our B Ray options.
Click it on the O button and we're going to go to environment. So this is the defaults we've been working with, for the majority of this class. So the GI Skylight. As you might remember, is just an imaginary dome and it's casting, kind of a diffuse even lighting from everywhere. In conjunction, we have a background which is black, so anything that's reflective we'll see that, looking outwards from the camera, but before we change anything, lets just do a comparison render here. I'm going to make sure this view port is selected.
Click on the R for render button. And we'll check it out. And one thing, I want to point out, I have turned off the rectangular lightings and that is also, so we can see the effects of this environmental lighting a little bit better. That's not something you would do, in a normal rendering. Okay. So, we are getting some diffused lighting from the sky light and our background is black. Now, let's start to make some changes. First up, I want to show you, what the map look like, before it's applied. This is a PNG file. We're going to use this in place of the white skylight. And so, one rule of thumb is, you want to have this image be a ratio of two across by one tall. Mine is 2000 by 1000 pixels. So, that's kind of a bare minimum.
If this is going to be visible, it actually might need to be a lot higher. So we'll play around with some of these settings. So this will be the one that we use. I go back to Rhino and V-Ray. Now here is where, every single color can be replaced. By a map. So, we're going to load the text bit map, run a quick chapter. This image we were jus looking at. Open it up. Now, before you hit okay there's one critical setting here. Maps need to be applied in a certain manner. Right now this is just being applied as a texture map.
And that's not what we want. We want to make sure it's an environment so it's. Properly adjusted. And when we do that, the preview, we can barely see a tiny sliver. Remember, it's on a surface of a dome, which goes to the side, and rear of us. So we're just seeing a tiny little sliver here. So this is actually correctly applied. And the mapping type, once used in environment, will default to spherical. So that is correct. That's the only tweak we had to do. Now another critical thing here, is the background should be the same map.
Imagine a scenario where they're different. For example, you took a photograph outside, in bright sunlight, but you can see a mirror. In the mirror, you see stars and moons. It's going to be kind of weird. So we want to make sure that these are both the same. So I might load the exact same texture bitmap. There's the studio by Dave. And, we have to make that same change, make sure it's not just normal channels, it's environment. Spherical will work. And those should be ready to go. Another thing to note, I've kept these powers at one.
That's the default. Let's see how it looks and maybe we'll change it afterwards. Make sure that intro, view port is selected, we're going to render again and take a look. Okay the rendering is complete, and now you can hopefully see, why it's so important to have the matching sky lighting and background identical. So, this is where the light is coming into the scene and that's also what's reflecting. Let's make that change we discussed earlier and bump up the power, I'm just going to go ahead and double it. Also, to simulate more of a final type rendering, I'm going to turn off the, round floor set and go back to our original one, which also includes rectangular lighting. We'll just take a look at how that's going to make a difference. Okay, I can make sure that view port is selected, click R for render and be right back.
So now that it's done, we can check this out. Notice, we've got those maps working as environmental lights and reflections. But we're also using the backdrop from earlier and the same rectangular lights. You can see some of the reflections in there. But also, if you have glossy or reflective materials, they start to see a little more, interesting environment. If you look in the side of this birdhouse, maybe on the surface of the CRT frame, you're not just going to see that black, empty space. Depending on the map you use, it can be a very dynamic environment. So let's have a little fun. That was actually kind of a serious studio we used.
So let's kind of mix this up, I'm going to turn that set back off, go to the first one, and we're going to load some brand new maps here. If you want to change maps you can just click here, on the three dots, that will just go re-browse. And I like this is one, this is cars at night. We're going to preview it. So, as long as you're seeing a small part, you've applied it correctly. Remember, it's environment. The default will show the entire map in there, and that's how you know that you've got the wrong setting. Okay and then we're going to put that exact map in the background. Do the little browse button. A BL car's at night. You preview it, just to make sure.
That looks good. Hit okay. Now let's take a render and review. By using a map, instead of the solid color for your GI, you have just graduated to IBL or Image Based Lighting. Like alot of the lot of techniques, IBL is best used in conjunction with other lighting. Such as the rectangular lights we have seen in the majority of this course. If you are the least bit intimidated by any of the above. Then by all means, stick with the plain black and white swatches, for the GI skylight and background.
- Why use V-Ray?
- Installing DR Spawner
- Understanding 3D terminology
- Activating V-Ray
- Adjusting quality settings
- Get quick previews with the material override
- Understanding lighting types
- Exploring materials in the Material Editor
- Creating your own materials
- Texture mapping materials with bitmaps and procedurals
- Saving time with V-Ray presets
- Getting the right size for your render with output settings
- Working with environment lighting
- Strategies for working with cameras and camera settings
- Ensuring accurate color for your scene with color correction
- Rendering tips and tricks