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VRay.com - Your source for all things VRay  ::  VRay for Rhino  ::  Manual  ::  Emissive Materials

VRay for Rhino Manual

VRay for Rhino Manual

VRay for Rhino Manual

Emissive Materials

Open file: Cups-Emissive.3dm and we are going to show you how to create a self-illuminated material. Select the green cup on the right. Under Properties>Material, click Edit to open the Material editor dialog box.

Add Emissive Layer

1. Click on the + next to the Cup_Green to pull down the layers. Right click on Emissive Layers and select Add new layer. You will see the new Emissive layer added to the right side.

Add Emissive Layer - Step 1

Add Emissive Layer - Step 1

Open the Emissive menu. Default set the color to white, intensity to 1 and Transparency color to black. Click on Material Preview and you will see a completely white material ball. Render it and you will get the second image below.

Emissive menu

Emissive example

Self-illuminated material can make the object become a lightsource itself. It does not limit to a certain shape like a regular light type does. Every part of the object can be illuminated and used as a lightsource.

Self-illuminated material is perfect to create objects like: light ball, light tube, light shade, stylish lighting, cold light and lit screen. However, emissive materials should not be used as the primary lighting for a scene.

If you are using a physical camera in your scene, you may notice that your light emitting materials render black or darker than expected. This is because the physical camera reacts differently to light than a regular camera does. Because of this you may have to make your light emitting materials significantly brighter in order to be rendered by the physical camera.

Adjust the Intensity

Default set the Intensity to 1. Below images are rendered with Intensity of 3 (top) and 5 (bottom).

Emissive Material - Adjust the Intensity

Emissive Material - Adjust the Intensity

Adjust the color

Default set the color to white. Click on the color box to change to a different color. Notice that if the setting of the Intensity is too high, the color of the object itself will become close to white. Only the light come out from this self-illuminated object will carry the correct color. So we recommend you not to use this as a normal lightsource. Just make it as a decorative object in the scene.

Please refer to below image chart for results of various Emissive Intensities. By controlling the degree of Transparency under the Emissive Color, you can still keep the diffuse color of the object. For example, when the Intensity is higher than 2, the diffuse color is washed out and become white.

To avoid the self-illuminated object become white, please also refer to the Color Mapping

Emissive Material - Adjust the color

Emissive Textures

Except using colors as light source for the self-illuminated materials, you can also use texture map directly as light source.

1. Click on the "m" to the right of the Color under Emissive control panel.

2. The Texture Editor will then open up. Select Bitmap from Type's pull down menu and you will see the control panel show up to the right.

Emissive Textures

Emissive Textures - Texture Editor

3. Under Bitmap, click on the "m" to the right of the file and pick a bitmap to use as the light source.

Emissive Textures

4. After the bitmap is selected, the "m" now becomes "M". Click on the Update button to preview the bitmap. Click on Apply and you can use this bitmap as the light source.

Emissive Textures

5. Click on Update Preview and you will see the Bitmap is now on the material ball. Render it and you will get the result as the second image below.

Emissive Textures - Update Preview

Example Emissive Texture

Please note that if any type of map is being used in Texture Editor, the Color and Intensity under Emissive will no longer function. You can't use these two options to control the brightness of the material any more. You need to click on the “M” and go back to the Texture Editor and adjust brightness there. All other control options in the Texture Editor work the same like this.

Click on the "M" and go back to the Texture Editor window. Please pay special attention to below options as these options are often used for controlling the Bitmap texture map.

Multiplier: Controls the intensity of the Bitmap. Default set to 1. Increase this number will intensify the color tone, brightness and color contrast. Preview will not show much of difference if the value is too small.

Blur under Bitmap: Control the blurriness of the Bitmap. Default set to 0.15. Set to 0 will not have any blur effect to the Bitmap.

Override under Bitmap: Adjust the Gamma value of the Bitmap. Increase the value will make the Bitmap brighter. This parameter is also important for linear workflow.

Override under Bitmap

Tile: Repeat the Bitmap texture on the object. Default set to selected. When uncheck the Tile, you will see only one Bitmap texture on the object.

UVW Repeat: Controls how many times a map is repeated within a given space (either within the surface, or within mappings).

UVW Rotation: Adjust the degree of rotation of the Bitmap.

The darker environment lighting will not affect the Bitmap setting for self-illuminated material (ipod image). The Bitmap will still render as its own setting for brightness. Use the same way to create cold light effect. Also showed below are two other examples.

self-illuminated material examples


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Rhino users of all fields, from engineering and architecture to design and animation need a robust ray-tracing engine that enables them to bring their ideas to life quickly, easily, and cost-effectively. With V-Ray for Rhino, ASGVIS offers these visualization professionals a state-of-the-art solution that generates high-quality images of unparalleled realism. Developed with Chaos Group, V-Ray for Rhino works with Robert McNeel & Associates' Rhinoceros, which is one of the most popular Windows-based NURBS modeling tools available today.

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Wednesday, February 10, 2010

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