From the course: 3ds Max and V-Ray: Exterior Lighting and Rendering

Landscape lighting

From the course: 3ds Max and V-Ray: Exterior Lighting and Rendering

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Landscape lighting

- [Instructor] Now let's finish up by adding some landscape lighting. If we take a look at an IPR, going to go into Render Setup, start IPR, you'll see that the front of this building is really kind of non-existent in terms of lighting, so we have this water effect here, this water feature, that should be back lit, and so this will add a lot of light into the scene. And then we also have these lights along the path which we might not be able to see, but we can certainly see them in the Viewport, and those would be these here. So let's go ahead and start off with the water. So I'm going to go into my Perspective View, and let's just get that water into view here, and it's going to be this object here. It looks a little green, but it will show up in the render here. So I'm going to go ahead and select an empty Material Editor slot, pick Material from Object, and I want to pick this kind of rectangular object that says Water. When I click on this, you'll see, it's a Multi/Sub-Object, and this one here in the middle is Water A, and that's the one I want to use. So you can see, if we scroll down to Self-Illumination, we have an image map on this called Water, and we want to make sure that we check GI on, and then we're going to affect the multiplier, to make sure that this works. So I'm going to hop out to a VRay camera view, and let's start an IPR. Now when you work with this Self-Illumination, probably the most important one here is this Compensate Camera Exposure. Watch what happens when I turn this on. It just immediately pops up. And so what this does, is it's compensating the light emitted from this material for the exposure value on the camera. And so this goes back to camera exposure, and if I want to I can also turn on GI, and you'll notice that when I turn on GI, I'm starting to get this really nice glow effect, and that's really what I'm looking for. It really makes the front of this building pop, and really makes that feature stand out. Now I can certainly turn it down or up, depending upon how much I want that feature to stand out, so somewhere between one and two seems to be about right. Now all we have to do is the path lighting. And this is going to be very similar to the sconces in the scene. In fact, I can take one of these lights that we have on the sconce, and we can just copy that and use that as the basis for our path lights. Now if we look at these path lights you'll see that we've got these objects in the scene, and so the light's being emitted from this front of these little cylinders, so I'm going to select one of these VRay lights here, and we're going to do an Edit, Clone, but I want to clone this as a copy. Let's just call this PathLight001. So now I've got this separate light and all I have to do is position it and get my multiplier correct. So I'm going to go into a top view here. Let's go ahead and turn on Default Shading here, and let's position this light right in front of that, rotate it, and for this particular light, I want my direction to be a little bit wider. This is going to be a much wider light than we would have on the sconce. And let's go into our perspective just to make sure we're positioned just about right. And once I get one of these, I can clone it to create the others. So just go ahead and do an IPR. Let's get one the way that we like it, and then we can clone those. So let's do an IPR, make sure our light is still selected. And you can start to see it show up here. Now because this is such a small light, I may need to bring up the multiplier a bit, because I'm trying to illuminate a much bigger area than I would have with the sconce. All I have to do now is just clone this light as an instance, so that way when we affect one light, we affect them all. And then I can just move all those in place, copy for all those lights, and we should be ready to go.

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