welcome to this quick start lighting
tutorial for v-ray for rhino in this
video we take a look at rendering an
architectural interior with a daylight
look open the scene file interior day
start dot 3vm found in the downloaded
assets from the tutorials web page
linked below now the first thing to do
is turn on material override to allow us
to better focus on just the lighting and
to also speed up feedback with the
interactive render as we go along and
we'll do that through the asset editor
in the settings tab like so now if you
open the rollout you see you can adjust
the material that is assigned to
everything with this override there is
however a glass material in these doors
that needs to still be glass so that it
will allow light into the space from the
outside first find the material in the
material list and it's called glass
window neutral go to the settings and
scroll down to the options and disable
can be overridden there's also a v-ray
proxy in the back which is this skin
system on the wall and that's a very
complicated piece of geometry so I'll
disable it so won't slow down the
rendering as I test out this initial
lighting this is luckily placed on its
own layer so open the layers panel if
you don't already have it open and under
the walls layer disable the skin sub
layer like so go to the Settings tab and
under render make sure that it's set to
interactive render output should be a
nice small size like I have it here 480
by 600 and then go ahead and start the
render now as you can see this is a
little dark and that's because of the
default location of the Sun in Rhino
it's not letting a whole lot of direct
light into the scene so open the Sun
panel and in there experiment with some
different positions for the Sun also on
using 320 for the azimuth and 49 for the
altitude
now we can go to the camera roll out to
adjust the exposure value or evey lower
values of course get brighter and a
higher value gets darker the default
evie value that we had of ten is
actually pretty okay for now so I'll set
it back to that the next thing to do is
to enhance or augment the light coming
into the scene using a portal light
which is a job for the v-ray planar
light we'll make one for each of the
three windows we have to augment that
light coming in from the environment
outside through the glass doors go ahead
and stop your render in the viewer a
lights tab of the toolbar click on the
planar light and then in the front view
go ahead and click to start placing the
planar light around the glass door like
this overlap into the solid part of the
door is completely fine so just make
sure to place it so that it covers all
of the glass in the door then go ahead
and place the light on the outside of
the window like so now I'll explain why
we're doing it this way shortly but for
now let's get two more lights placed for
the other doors hold down the Alt key
and use the gumball to drag out two
copies of the planar light for the other
doors placing them like so take a look
at the asset editors lights tab and you
can see that there are three new lights
they are individual lights so changing
one does not change the other as we have
done in previous QuickStart videos but
if you would like to link the lights
together so that changes to one affects
all the others you can use a Rhino group
so select all three of these lights in
the UI here type in group and it creates
a Rhino group so if you select one it
selects all three go back to the asset
editor and change the settings for one
and you'll now see that it changes the
settings for all three lights go ahead
and start a new interactive render and
all elapsed about 10 seconds here and
you'll see that the nature of the light
is much different that's because each
light is using
simple values and actually blocking the
sunlight from entering the space from
the outside but what we want to do
instead is to take the environment light
and enhance it as it enters the space by
using these lights as portals in the
asset editor turn on the portal light
parameter now the environment is again
lining the room through the windows now
let's talk about why we put the portal
lights on the outside of the windows as
opposed to inside the room up against
the windows I'm going to drag the three
windows inside the room now and you're
going to notice this weird kind of
shadow line on the edge inside the
window frame that's created due to the
placement of the portal light so the
light on the left side of the shadow is
not being enhanced while the light on
the right is so basically it creates an
unnatural shadow line so I'm going to go
ahead and put them all back outside now
there are two types of portal lights
simple and accurate simple lights will
ignore any geometry or any light
bouncing or otherwise being affected by
geometry and simply pass through an
enhanced environment light accurate
portal lights do take into account the
effect that geometry has on that
environment light so let's take a quick
look at what that means go ahead and
stop your render in the scene you'll
notice outside the space has an infinite
ground plane that's gray if we go to the
asset editor under the material section
there is the infinite ground plane
material so let's make this something
super bright so that the environment
light will bounce off of it and show us
something very obvious when it comes
inside and I'll go with a nice bright
fuchsia which is the fancy way of saying
pink now I need to make sure that this
material is not overridden like we did
earlier through the options section of
that material now restart the
interactive render and you'll notice
that the fuchsia color is on the outside
bouncing around and hitting this surface
but a
does not affect the inside at all that's
because we're still using the simple
portal light in the asset editor go back
to the lights tab and modify the portal
lights from simple to accurate notice
that the fuchsia is now bouncing around
inside as well though this can take
longer to compute and render so if you
don't have anything in the environment
that needs to affect the light coming in
use a simple portal which I'm going to
do here by setting it back in the lights
tab then in the material tab set the
infinite ground back to gray now let's
get back to the Sun I do like the
location of the shadows and the light
coming through here but the shadows are
a little too sharp for my taste so I
need to soften those edges a little bit
in order to do that we need to change
the v-ray Sun settings for the Sun
itself which is called the writer
document Sun which is under the lights
tab in the asset editor the size
multiplier is what we need adjusting the
value here will make the edges of the
shadow softer you can increase the value
larger than the slider range by
inputting a value like a hundred but it
makes the shadows too soft and
unrealistic it's best probably to use a
value between 1 and 10 so I'll use a
value of 8 for some nice soft shadows
now let's remember this for final so go
ahead and stop the interactive render go
to the layers tab and re-enable the skin
layer from before to get that feature on
the wall under render disable
interactive and also disable progressive
under the render output adjust the image
width and height to be 800 by a thousand
then disable the material override now
if you have swarm setup like I have to
render this on multiple systems you can
go ahead and enable that now and then
start a render now I will lapse some
time here so we can see the final result
and now we can click show Corrections
control to make adjustments to the
render like we
in previous videos now I want to make
the scene a little warm so let's start
with white balance adjust the slider to
see the change and we'll end up with a
value of 88 11 we also want the shadow
to be a little bit cooler so we can use
color balance and only select the
shadows and I'll use the values negative
0.05 zero and 0.1 then we're going to
adjust the color curve the top value I'm
going to set around 0.67 0.93 and the
bottom value somewhere around point zero
nine point one six the brighter areas
are a little too bright which we can
correct by adjusting the exposure in the
exposure section adjust the highlight
burn to a value of 0.65 you can find the
color Corrections file as we have set it
up here as part of the downloaded assets
so that you can import them in to see
for yourself
now let's add a little bloom to the
image for a more photographic feel so
open the lens effects settings enable
bloom and adjust the weight to something
that you like I'll set mine to about
eleven point three and I'll set my size
to twelve point to one and the shape to
fourteen point nine eight to get to what
I have here and there it is
add a light render of this interior
space thank you for joining us on this
date I'm interior lighting quick start
video for v-ray for rhino