From the course: 3ds Max: Rendering with Arnold
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Rendering self-illuminated surfaces - 3ds Max Tutorial
From the course: 3ds Max: Rendering with Arnold
Rendering self-illuminated surfaces
- [Instructor] Although we can render the surface of an Arnold light, that doesn't really help us in this case, when we want to render the diffusion, or the illuminated part, of this light fixture. And that's because the diffusion object has rounded or filleted corners, but the Arnold Area light, has got square corners. Let's select that light, and we can see that there's a bit of overlap there. We can maximize that view with Alt W. The light is a little bit larger than the available area of the diffusion part. So we can get around this problem by not rendering the light at all, but instead rendering the diffusion with a self-illuminated material. So let's set that up in the Material Editor. Open up the Material Editor, right-click, and choose Maps, Arnold, Utility, and we could use a Flat if we wanted a specific color, or perhaps a Map, but for a light we can use a Blackbody node, and that way we'll be able to dial in…
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Contents
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Creating an Arnold Quad Light4m 6s
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Setting Arnold Quad Light parameters5m 27s
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Rendering self-illuminated surfaces6m 7s
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Setting Arnold Properties for an object4m 59s
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Improving skydome interiors with Portal mode3m 48s
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Control distance intensity with a Light Decay filter9m
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Emulating sunlight with an Arnold distant light9m 59s
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Creating an Arnold spot light5m 17s
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Focusing Lens Radius for a collimated beam4m 27s
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