Join Brian Bradley for an in-depth discussion in this video V-Ray light types: Omni, part of SketchUp: Rendering with V-Ray 3.
- [Instructor] Creating the omni light that we will be looking at in this video is as easy as coming to the Lights toolbar, selecting the Omni icon and then using a single left mouse click in the scene. As easily as that we have created an omni light that is ready to work with. As we have added a new light to our scene, now would be as good a time as any to go ahead and take a test render. As with the spotlights default settings because we have the exposure in our scene set up to work most efficiently with the aerial lights that we have looked at, things are a little dark and so, let's crank the intensity up to about 2,000 and render again.
And what we see now perhaps not unsurprisingly given the name of the light type that we are working with is that we have light traveling in every direction in the scene. In fact, as we examine the geometry, we can very clearly see the omission pattern that comes from the omni light. We have this very bright spot in the center where the point light source is at its brightest but then as we travel away from that, we get this nice fall off of light decay effect. In the light controls, we have the ability to enable or disable the light in the scene.
We can set its color by means of the color swatch and as we've seen, we can control the intensity of the light by means of this numeric value. We even have the option as per our other lights to work with different types of light units. At this moment in time we're working with the default scalar option but we could just as easily set our units here to something like luminous power meaning we would be working with the real-world lighting unit of lumens. We also have the ability to control the decay or fall off of light in our environment and by default we are using the inverse square setting, meaning light behaves just as it does in the real world and so, this is probably the option that we will more often than not want to stick with.
Of course, if our scene has special requirements, then the dropdown does make both the linear and inverse fall off options available to us as well both of which will cause light to travel much further in the scene than the default inverse square setting. Just below this, in the options rollout, we have the familiar effect diffuse and effect specular options which again, give us the ability to control how this light interacts with materials in the scene, so we can stop the light affecting both the diffuse and specular aspects of a material or we can just use the sliders to dial down the effect rather than stopping it altogether.
Finally, we also have control over whether or not we want shadows to be cast from the light. If we do, then we can also control the softness of shadow edges by means of the shadow radius control. You may have noticed in our render that the shadow edges are extremely sharp at this moment in time, something that occurs for two related reasons. Firstly, the omni light in V-Ray is a point light source meaning that unlike lights in the real world or the area lights that we have looked at so far, this has no actual size, so as far as the computer is concerned, it is an infinitely small point in the scene and so, will always produce rays of sharp shadows.
The second point is that the shadow radius control that can offset this is by default, set at zero. If we want more realistic looking shadows then, we will need to increase this value in order to soften up the edges of the shadows. Now, normally we would probably want to create a very subtle effect here but just for the sake of demonstration let's set a fairly high value here of say six and then take another render. What we see now is that we do indeed get soft edges on our shadows. With an examination of the omni light controls under our belt then, let's move onto our next video and take a look at the controls we have available on the V-Ray dome light.
- Gamma handling in V-Ray 3 for SketchUp
- Working with interactive rendering
- V-Ray light types
- Working with irradiance mapping
- Rendering animations
- Working with the V-Ray camera
- Using the Materials UI
- V-Ray FX tools
- Stereoscopic 3D rendering
- Using V-Ray objects