From the course: 3ds Max 2019: Advanced Lighting
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Physical material emission for environments - 3ds Max Tutorial
From the course: 3ds Max 2019: Advanced Lighting
Physical material emission for environments
- [Moderator] To fully art direct, our interior day-lighting shot, we can opt to use different work flow, instead of the Sun Positioner, and the Physical Sun and Sky Environment. Let's us a geometric sphere that emits light. Similar to what we did in the previous chapter. I'll go ahead and create a sphere, go to the Create Panel, and in Standard Primitives we can create a sphere, near the origin, in the top view. Right click to Exit Sphere Creation. Set the radius to 500 meters, and the number of segments to 120. Let's flip the normals, so that the sphere will be facing inward. In the Modifier List scroll down and add a normal modifier, and Flip Normals is enabled. We don't need to bother, with the object properties in this case, because we can't even do things, like turn shadows on and off. We just need to make sure that any lights that we have, need to be inside this sphere, otherwise it will cast a shadow unto our scene. Let's position it at the origin, go to the Move tool and…
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Interior daylight with Physical Sun & Sky5m 48s
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Physical material emission for environments5m 30s
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Approximating sunlight with a photometric disc4m 21s
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Filling shadows with area soft lights5m 57s
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Interior artificial light in ART7m 20s
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Importing photometric data from an IES file3m 39s
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Interior sunlight with an Arnold distant light5m 51s
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Ambient sky light with an Arnold quad light8m 24s
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Collimating an Arnold light beam with Spread4m 45s
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Focusing an Arnold light beam with Lens Radius6m 6s
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