Transcripts
1. 1 Intro Light in interior and in Vray: Hi everyone. My
name is Orellan and I work as an interior designer
for more than ten years. I'm using Fredis, Max, and V to create my renders
and today I would like to share with you my experience of creating photo
realistic interiors. And in this course we will
talk about a very important, I would say a health of render success. We will talk about lighting, interior design, and V ray. This course is divided
into three big parts. And in the first part we will talk about setting
up your lights, adjusting and balancing them. That is the key to photo
realism in your renders. Everything we see in our
images is reflection. I mean, everything is the
same like in our reality, we can see objects around
us because of reflection. That is actually
bringing the shape and the color information to our eyes and we are
able to perceive that. Now if we aim to obtain photo
realism in our renders, we will have to simulate
that in our Pre D software. That's why first we will have to understand
what is light, what it means to
draw with light. That's actually what we are doing when we
create our renders. And we will talk about RGB
and how it is linked to V. We must understand lights, features like
brightness and gamma. What is the color space and
how that links to our camera. By the way, our camera from
reality is simulated in VA. And we must understand how to adjust it so we can
get the best of it. We must understand the process, how an image is formed. Only in that way we
will be able to correct the issues that appear
in our draft renders until we bring that to
the final render stage that we show to our clients. We will discuss what is
an input draw version of the input that we are loading
and what is an output? What is a gamma correction? How that interacts between the three factors that we load. Our computer perceives that. And between V ray, the engine that we
are using to create our free D render our images. We will talk about exposure, how to balance that, how
that is linked to V ray, what is the color mapping, what types we have and what method we use to
create our renders. That is crucial to understand. If we aim to balance
tones in our image, a good contrast means a good
visual, pleasant image. All that will form the
first part of our course. In the second part, we will
start to learn V ray lights. We must first understand
what types of lights we have and how
they perform in V ray. We can further
understand how to adjust according to interior
design rules. We will talk about
all the ray lights. We will talk about the
ray sun and the ray sky, and all their properties. And we will also
talk about one of the key factors of
our photorealism. We will talk about HDRIs. This is actually the key to
simulate realistic light. And we must understand how they perform and all
their properties. When we will balance
our light outside, which is the natural light, we'll have to pass to our interior sources,
our artificial lights. And as we are talking
about interior design, this will actually be
a more important part, as if we are talking
about exteriors. The outside light
is crucial there. But in interiors, the
artificial sources are actually what are creating the
interior light and design. We must understand
how many sources of light we have to
use in our reality. Understand how the sources
perform in our real spaces, and after that, trying to
simulate that in our renders. The biggest problem when
we struggle to obtain photo realism is
that our lights, interior lights are
not set as in reality. There are actually three phases. First, we must set
our main lights. We also have to take into
account the style and shapes. But in this course we will talk about the adjusting
part of our lights. The second phase is adding
our hidden lights and decor. Lighting, It must fill
up the dark parts. We can identify them by
creating light tests. We will talk about that in
the first part of our course. In the first phase, it's adjusting according
to interior settings. All those lights adjusting their intensity so we
don't get, for example, brighter, additional,
or hidden lights than our main source
interior light. There is no such a thing, like a template
with ready numbers of intensity as
lights inphdious, Max, and VA do not perform as simple as in reality
in style light. And it already works according to all rules
physically accurate, we'll have to adjust that. This is our job as
interior design creators. That's why if we want to
understand how to adjust that, we must first understand how all that lights perform
and their properties. We must understand
what is light. Temperature. We've always use
temperature in interiors. This is another key
to photo rails. We will talk about light types. We will take apart
radi lights so we can understand how they
are constructed and how we can adjust them. Another big problem
is that a lot of beginners actually
bring ready models, Fredy lights, in the renders. And they expect that they should already work
as in reality, install in reality
a light source. And that's it, it works in VA. If you seek to
obtain photorealism, you'll have to take
a few more steps. You'll have to identify
the light type, how it emits light
in Freds, Max, VA, all the lights
belong to one of these three types no matter
what lights you are using. That's why we'll have to
take apart ready models so we can first understand the
principles, how they work. I'll show, by the way, a few examples from a
real interior project. But this course is not
a three D project. It's more like a
technical lesson of the light principles and features that must be understood before getting to real
three D projects. Last, the third part will
be like a practice part. We will talk about
how we implement all these previous
knowledge and how we start to link that
with real examples. Talk about what is a light test, how we use V light mix
to fine tune our lights before our render will face
post production in Photoshop. And we will get to
the final stage. We will talk about
some light effects like Vira lens effect VIAs. And finally, how to set up
our final render settings. That's why I invite you
all to join this course. It will bring you a
full understanding how lights technically work and how to reach photo
realise in your renders. Okay, let's get started.
2. 2 What is light?: Light behaves above as a
waving, as a particle. Particles are called photons. And they carry a specific
amount of energy and they are the gauge of the
electromagnetic force. When we create our three enders, we draw with light. You'll say, wait a minute, we use colors even if they are an electronic format that
simulates our pencils. Yes, that is true. But everything we
see is reflection. I mean, everything reflection is light that actually
contains all those colors. If there is no light, there is no reflection.
3. 3 Drawing with light: Light is the key to
high quality renders. If we want to obtain
a good image, we must understand
what is actually drawing with light,
or how we call it. In a most simple way,
drawing with colors, light divides into color
spectrum and vice versa. So in other words, we can say that light contains
all those colors, at least those that are capable of being
seen by human eye. And all those colors form the light if they are
brought together. In this case, we say, we talk about light colors
or additive colors, or RGB. Same thing happens with pigment
colors, only vice versa. In the second case, we talk about subtractive
colors, or CMIK. They can be our pencils, for example, or any
kind of color carrier. Rgb and CMK are modes for
mixing color and design. Rgb, color mode is the
best for digital images. This is our case
with V M Preds max. While CMIK is used for print products and will be useful when you
print your projects, in this course, we will
focus mainly on RGB.
4. 4 RGB and how it is linked with Vray: Rgb, red, green, and blue is the color space
for digital images. We use RGB color
mode when we create our images inside free
DS max using V ray. And not only those images can be viewed on
any kind of screen. We will talk about light
properties a little bit later. First, I would like to explain some general important moments, so we all understand the core. A light source within a device creates any color you
need by mixing red, green, and blue and
varying their intensity. This is known as
additive mixing. All colors begin as black
darkness, and then red, green and blue light
is added on top of each other to brighten and
create the perfect pigment. When red, green, and blue light is mixed together
at equal intensity, they create pure white. Designers can control light
aspects like hue saturation and value by modifying any of
these three source colors. Because it's done digitally, the designer manipulates
how the light on the screen manifests to
create the color they want. If we talk about light, then this will be
the light color. Some consider white
to be a color because the white light comprises all hues and the
visible light spectrum. Many do consider black
to be a color because you combine other pigments
to create it on paper. But in a technical sense, black and white are not colors. They are shades. They augment colors. White light contains
all the wavelengths of the visible spectrum. So when the color white
is being reflected, that means all the wavelengths are being reflected
and none of them absorbed making white the
most reflective color.
5. 5 Brightness vs Gamma: Previously we talked about the fact that when we
create our images, we draw with light. Well, if we can assume that the image has something
represented on it, then we can say that there is at least a little bit of light that creates
some reflection. And our eyes perceive that
reflection and we begin to see what is
represented on our image. Because without
light, we wouldn't be able to see anything next. If we go further, we can say that if there is
a source of light, we can define a
level of brightness. So there are three major
points we have to consider. First, brightness is
overall luminosity. Second, contrast is the
difference in luminosity between two points or between two shades formed by reflection of
the light source. And the third is gamma, that is an actual change in
intensity of that luminosity. Gamma 2.2 has been the standard
for Windows and Apple. We will use that
standard for our images. Using a monitor with
a gamma level of 2.2 can produce almost
optimal colors. This level provides the optimal
balance for true color, and it is used for
the standard for graphics and video
by professionals. When the gamma is too high, the image looks much darker. The details in the dark areas of the image are
completely lost. The black and white on the image aren't affected
by the high gamma, but the colors are
completely changed. The image might even look richer due to the
enhanced contrast. In the next lesson,
we will try to define what is gamma and
how gamma works.
6. 6 Vray as your render engine: Next we will set up V
ray as our renderer. When you install V ray, this bar will appear, we will set it here. Next we will go
to Render Set Up. If you can see we have here
standard max scan line. We must switch to V. We
go to a sign Render, and we choose Vra
from this list. Next we will press
Save us Defaults, and we will use further
V for our images.
7. 7 sRGB: Now let's talk about how
RGB links to the ray. Let's start from the beginning. What is the color space? Anyway? It is just the range of the colors that are
available to your camera. The ones generally used
in the digital world are some form of
RGB color spaces, which stands for red,
green, and blue. That means that all the
colors in that space are created by some combination
of those three colors. Your camera will default to SRGB if you haven't given
the setting any thought, that is what you are using. This is a color space
jointly created by HP and Microsoft back in 1996. Pretty much everything on a
computer is built around RGB. Therefore, if you are
posting a picture online, it will be RGB. Always using SRGB is
pretty safe option. You'll face the same
question over color space. In your post processing, you can set up Photoshop
and light room to process your photos in SRGB
or a Dube RGB. In fact, if you are shooting
raw and you should be, this will be where you actually assign the color space
in the first place. When you take a raw file, the camera captures
all the colors it can, and no color profile
is assigned. Instead, you do that in
Photoshop or light room. There are other color spaces
options available as well. But for simplicity, we would use the same option we
picked for our camera. Rgb uses the range 0-1 if we are talking
about computer graphics, or 0-255 if we are
talking about Web. In that way, it identifies a color within RGB color space. The transfer function between RGB and color on the screen, it's non linear and it's
often related to gamma. For our images,
we will use gamma 2.2 The SRGB color space is composed of a specific
amount of color information. This data is used to optimize
and streamline colors between devices and
technical platforms such as computer screens, printers, and web browsers. Each color within
the SRGB color space provides the possibility of
variation of that color. That's why for this we
will use color mapping. Here, we can use in
hard or exponential. I'm using exponential
as I'm doing my post production
later in Photoshop. In conclusion, your option
is just to stick with SRGB. It is safe and you will
never have problems with color compression if you post most of all
your photos online. This is probably
the best choice, even when it comes to printing. It will do a fine
job and you will probably never notice
any difference.
8. 8 Input Output and enable Gamma: In this lesson, I'd like to
talk about input and output so we can understand how gamma works in
Preds, Max and Vira. In general, input and output
is the communication between an information processing
system and the outside world. Inputs are the signals or data
received from the system, and outputs are the signals
and data sent from it. For instance, a
keyboard or computer. Mouse is an input
device for a computer, while monitors and printers
are the output devices. In our case, as we are
using Vra to create images, input is the data and
the textures we are loading inside free DS max
to create our virtual scene. The output is the
image itself or our render that we are usually
showing to our clients. In early versions of V, input and output,
gamma values for free. Ds max and Vra were linear, or we can say that the
value was one by default. In order to get the three D visualizations that look right, they need to be brought to
gamma 2.2 or rather to say the rendering software had to be taken into account
for gamma correction, especially when
working with Rester or our textures or
our render output. Later, it became clear to many software
developers that Gamma 2.2 should be defaulted to three D rendering programs
including three DS, max and V. In the
later versions, Cama 2.2 had become
a default value V. Developers have
also adapted to this. In order for our gamma
correction to work, we have to use these
following three steps. First of all, the customize and preferences gamma and LUT. We have to change the
gamma to 2.2 this will set the correct gamma 2.24 hour display
mode in pre DS max. Also, we have to enable
the crack display for our V ray materials in
the material editor. The second step is the
enable of V ray frame her. We have to check that it's on so we can see the
results of gamma changing. The third step will be to check the gamma 2.2 at the color
mapping in the V ray. Don't forget we are using
for our renders no gamma
9. 9 What is Gamma?: In this lesson, I would
like to talk about gamma if we want to
understand how light works. First, we have to define
the major factors that influence the light
appearance in our images. The biggest overall
factor is gamma. Gamma, previously in
all the monitors, was directly linked to voltage and was an
important factor that reproduced image accurately on display in current LCD monitors. Gamma can be thought
of as the moderator of the relationship between the brightness of
the data captured, or we call it input, and how that affects the total human eye
perception of the color. We call it output. And all the while viewing our display in terms
of color brightness. In a more technical sense, it is the correction
of the brightness in an images color through
the color shading balance. And pixels value,
pixels have values that range between
zero or black to 255, which is white with
various degrees of gray in between
our normal vision, Not excessively dark or
exceedingly bright conditions is more sensitive to
changes in dark tones. And due to that, the
capture process of an image color can be
misrepresented as a result of the difference in how we
perceive the brightness and the illuminance from when the original image was captured. Our eyes capture brightness
in a disproportional way. For example, if a
camera captures an image in an extremely
bright setting, our eyes perceive the light as being only a fraction brighter. If the image is displayed on a desktop without a
gamma correction, it will be then perceived
by the user as being washed out or too bright
due to the imbalance. Gamma is used to ensure the input relationship
matches the desktop output. When applying this
range to color, RGB colors can be produced at various brightness levels while not affecting the color hue. So in this case,
gamma correction is needed to adjust images in response to the properties of the human vision in order
to produce true color. So in conclusion, we can
say that gamma is used for smooth gradation between
colors and color correction. Also, it improves and
produce higher quality, more precise color output.
10. 10 Exposure vs Gamma: Exposure is one of the most fundamental
photography terms. When you take a picture, you press the shutter
button to open the camera's aperture
and the light streams. In triggering a
response from a sensor, exposure is the amount of light that reaches
your camera sensor, creating the visual data
over a period of time. In other words,
our future image, the time period could
be fractions of a second or entire hours. The right exposure
is a balancing act. Overexposure leads to
overexposed high lights and faded looking images. Underexposed images are
dark and hard to see. After we snap a photo, cameras have a small LCD screen that gives us a preview of
the photo we just took. In the small preview, we are not able to tell if an
image is properly exposed. Because of that,
cameras can show us a graphical representation of the exposure data
known as a histogram. Histogram is a graph that
measures the brightness of an image by representing the frequency of each
tone as a value. On a bar chart, the
horizontal axis moves from pure black on the left side of the
histogram through shadows, mid tones, and high lights, all the way to the brightest
white on the right side. The vertical axis represents the frequency or
intensity of each tone, with peaks for high frequency
and values for low. Most digital cameras have
both luminosity histogram, measuring the total brightness
and the color histogram, measuring the intensity
of RGB of red, green, and blue tones. If we see high frequency tones or peaks running off the
left side of our histogram, that means that our blacks
are being clipped and our camera is not picking up all the shadow detail
that it might, this type of low key image might be what we are going for, but if it isn't, we can let more light. In. Vice versa, if our
image is high key, we might expect picks on the
right side of our histogram. But if those picks are cut
off at the right edge, the image may be overexposed, meaning that the high light
detail is washed out. And in this case, we must
take a shorter exposure. The main fact is
that the histogram can help us in post processing, and it is the key to obtain
good looking images. If our shadow is eclipsed, we will see that on our
histogram from the left side and we will enhance the
details in our dark areas. If our highlights
are being clipped, we will see that on our
histogram from the right side. And we will adjust to enhance the details in our bright areas. Depending on what we
have on our image, we can adjust exposure
or contrast as needed. Over and under, exposed
images contain less data, which means that there is
less room to make a change. Getting the perfect
exposure is a mix of our editing style and our
commitment to practice. We define what is exposure
and in the next lessons, we will try to understand how to apply and link it
to Priddis Max V.
11. 11 Gamma vs Exposure in Vray: In this lesson, I'd like to
talk a bit about output, or what we actually
see on our screens. How the previous things
we've talked about, colors and light,
connect to V ray. I will load a simple thing. I will open the Material Editor. Here we have Frida's
Mac Standard Material. We will change that
to V Material. When we load the
Simple Ray material, its color is a mid gray, defined by the colors of RGB. Here we have RGB colors. Here we have red, green, and blue hue saturation, and value is another form
of representing color. But for now, we will
talk about RGB. As you can see here we have
the values for our RGB, and here we have the brightness, although it's written
whiteness or we call it brightness
or luminance zero, it's black, 255 for
all it's white. We can choose any color. This will be the color for
our simple V material. And here you can see the RGB inputs for the code
of this color. I will open the V
ray frame buffer. Here you can see written raw, It signifies whether color and display corrections
are applied or not when showing the
sample pixel values at the current mouse
point of position. For now, by default
if you can see, we are using RGB, Although later we will
turn to light mix further. I'd like to show a
quick example so you can understand and
see how gamma works. We'll create a box and a teapot. I'll need a source of light. Of course we are using V. We will talk about light
properties later. The render as dark as we
don't have a source light, we will add one a V light. I will use the interative
render so we can see life. What is happening if you can
see our image looks very bright here interferes
what we talked about in the previous lesson about
color representation mismatch. Now we have two options. We adjust the light, or we can adjust the exposure. In the upper right, you can see a stack of layers
like in Photoshop. The lowest one says
the source is RGB, and the upper one
applies over it, as they are only to active, and it is called
display correction. Now when we click on that
layer to activate it, we can see that we are
using RGB space low. We have the exposure. We will
use a more advanced method, we will talk about it later. For now, I would
like to point out a very important
rollout, color mapping. We will talk about it
in the next lesson. I'll switch to expert, so we can see all the
options you can see. Here we are using gamma
2.2 for our images. Like a color correction. Here we have to point out
three things, linear, multiply, exponential,
and Reinhart. Also, we have to know that we
are using no gamma for now. In the next lessons,
we will talk about all these
things so we can get the whole image and
understand how we can solve the light
problems in our images.
12. 12 Color mapping: Let's talk about color mapping. Color mapping, sometimes
also called tone mapping, dictates which color
operations are performed between user
interface inputs. Or we call it simply input. And the values rendered and the way the rendered pixels are displayed through our V ray
frame buffer on our monitor, or we call them simply output. Linear. Exponential and Reinhart are the main types of mapping, our image or our render. We use them from color
mapping rollout. And before we get
into color mapping, we will try to define
those three types and understand the main
action they provide. Linear multiply,
simply multiplies the final image colors based on their brightness without
applying any changes. This setting ensures
one to one mapping of all the user operations
and the final result. For example, doubling
alights intensity exactly doubles its contribution
to the final pixel. And cutting alights
reflectance in a half cuts its contribution to
the final pixel in a half. The settings might be desirable
for artistic purposes, but this will create over
enhanced contrast and will usually pull away from
physical accuracy of our render or our image. The next one, exponential, saturates the colors based
on their brightness. This can be useful in preventing burnouts in very bright areas. For example, around
light sources. This mode clams colors
so that no value exceeds 255 if we
are talking about RGB or one in a floating point values if we are talking about
computer graphics. And the third one, Reinhart, is a blend between the first
two, linear and exponential. The degree to which one method
or another is applied to the image is specified by
the burn value parameter. Now you'll ask, what
should I choose? Well, before we choose
one of those three modes, we must choose the
method that we will use to adjust or retouch our render. There are two methods, first using V ray
tools inside freds max and the second
one is Photoshop. Not only but usually I use second method later post
production in Photoshop. That's why I'm
using exponential. It's a very close
like using raw. With further retouching, I found it to be better
as I'm getting a lot more flexibility
while I'm doing my post processing
of the final image. Let's finish with color mapping. There are two functions that I think we have to define as well. In older versions of VA, this option was always
assumed to be enabled. However, it is disabled in new versions as this produces
more correct renderings, especially when using universal settings approach
effect background. When disabled, color
mapping does not affect colors belonging
to the background. The last thing we
have to point out is the color mapping
only with no gamma, we will use that always. This tells VA that
only color mapping is burned into the final image
and not gamma correction. In conclusion I'm
using exponential with default settings and no
gamma folk color mapping. And if you intend to do your post processing
and Photoshop, you should stick to this option.
13. 13 Good light good render: A good light is the key
to a good quality render. A good lighting is an
important part of any project. Lighting is a combination
of techniques that are used to project light
in a freed environment. And also light plays a
key role in rendering, in making things look
believable and realistic. Interior designers, and not only use light to
enhance the atmosphere, tone, depth, and
mood of a scene. While there are many
things that influence the quality of render
materials, textures, and a lot more, lighting
is something that must be set upright and balanced to achieve the look that we want. If we want to set up the realistic lighting
in our interior scenes, we have to learn first
the properties of light. And then we have to
simulate light looks and intensity like in reality. In the next lessons, we
will first take a look at basic vira, light properties.
14. 14 Vray light properties: In this lesson, I
would like to talk about ray light properties. First, we have to check
that V set as our renderer. If we press render, we see a black screen as there is no light
in our scene yet. First of all, I'd
like to explain the logic of light
in Phidias Max. And not only, but we
will talk about Max. I'll create a sphere. This
sphere will be our world. The zero point that you see in the center is the
center of our world. Lighting divides into
exterior and interior. And the exterior lighting is
very alike like this sphere, or we can say that it's like the sun and our sky
that are inverted. And they illuminate
everything inside that sphere max, in general. And not only acts like this
sphere, in other words, we can say that we find ourselves always
inside a big sphere. Now I'll create a teapot. We will test the
lights on this teapot. I will add some quality. I will use a plane, a ray plane. It's an infinite plane. As you see, our
screen is black as we don't have any lights at
this moment in our scene. We have to go to
lights roll out, have to choose V Ray. We have four types of lights. First, we will talk
about the ray lights. You can find these lights in
this quick rollout as well. There are two more things that I would like to show
in this rollout. This is the camera that we
will use and the light lister. It's like a general
panel from where we can control all the
lights in our scene. At the moment we have
no lights, it's empty. Let's create a light,
a simple Vray light, and we will look
at its properties. As you can see, ray light
divides into five types. We have plane, dome, sphere mesh, and disc. You can also find them here
in this quick rollout. Let's begin with a plane. Let's open our renderer set up. In our case, this is V ray, we will use interactive render. This is like a quick preview. As you can see, the screen
is black as we said, as there are no lights
yet. Let's create a light. As I said, I will choose plane. Our plane is still at zero
point. I'll level up. We begin to see the effect of our first light in our scene. At this moment, we can say that our sphere is cut into
two equal pieces. And we find ourselves
in the upper piece, or above the zero level. The intensity of the
light is still too high. And around we have darkness. We will talk about that. Let's begin with
the light types. First one plane, it's one
of the most used lights, is just a simple rectangle
that illuminates on one side. We can set two sides as well, and also we can
control its sides. A very important rule, we scale our lights. The second one is Dom. It's like a half of a sphere that eliminates from everywhere. I'll bring down our intensity
so we can see its effect. It's like a half of the sky. Next one is fear, we
can control the radius. Next one is mesh. It is used to create different
shapes of lights from mesh or from geometry
or our objects. I'll show in a second. The last one is disc. It's very alike like plane
only has a circle shape. I would like to show
how mesh works. We have to pick a
object and we can transform this object
into a light source. For example, this
could be a light bulb. We can control its intensity and other properties as well. Now let's talk about
light properties. These are the
general properties. I'll switch back to a plane. As I said, it's one of
the most used types. And let's analyze the
general properties we can turn on and
off our light. We can switch its type. We can make a target type
light or a free light. We can control its size. As I said, we are not
scaling our lights when we begin a project. We have to choose the
units that we will work with and we can give our
lights exact dimensions. In this list, you can
see different types of controlling our intensity. For now, we will
stick with default. You may say, I would like
to create a light that simulates the same
intensity from reality. Well Max, it's very close but
it doesn't act like this. There are a lot of factors that influence the lights
and the scene. We will talk about some
of them in this course. We are using multiplier to adjust the intensity
of our lights. Here we have the color, we can change the
color of our lights. I'll switch to different
types of control and intensity just to
visualize how they work. But as I said, we will
stick to default. As I said, we are using
multiplier to control the intensity of
lights in our scene. We can define a light
color using two methods. We can use color
as simple color, or we can use temperature. In interior design, we are
mainly using temperature. We will talk about
temperature in a few lessons. This is one of the main
features of lights, and it is the key to obtain
realism in our renders. We will talk about
it in a few lessons. The last feature is texture. We can use a texture to create a colorful light using the
colors from the texture. But it's a more artistic
approach, I guess. But in interior scenes, we will focus mainly on
simulating real world lights. The next roll out controls
the angle of light. The exclude is used to control the illumination of a
specific object or objects, and we can exclude them from being illuminated
or casting shadows. In interior design, we are
mainly not using this feature. This is a more
artistic approach. As I said, like the texture one, I'll have to switch to render
so we can see the effect. For example, if we want to exclude the shadows
of an object. But as I said, this is
a more artistic tool. We are not using it often
in interior design. Let's go further. The
next one is double sided. We can enable the other side of rectangle invisible. It is used to hide lights. It is very often used
in interior design, especially when we
have to get rid of reflections on other objects. And when we have to hide the light source from
where the light is coming. For example, like a hidden light used to exclude fall
off of a light ray. Lights by default use a
physical correct appearance. A fall off is a
natural feature of any light and we can
turn that on and off. The sky light
portal will give us the same elimination that
we will get from the sun, sky light only, but we
will not use this feature. I will also skip store
with irradiance map. We don't need that
function for now. The last three functions, they are acting somehow similar. We use them to control
how lights affect our diffuse specular
and reflections. Effect. Reflections is the most used one from these
three features. In order to see the effect, we have to create a V material. We also have to enable
reflections for our material. These were the basic
Vralight properties. We will use them
later to understand the construction of
realistic light sources. And how we can use
them to adjust the sources in order to
create realistic images. Next, we will talk
about Vira Sun.
15. 15 Vray Sun Sky part 1: Next I'd like to talk
about the sun and sky, how we use them, and
how they interact in interior design
and interior scenes. In order to understand
how to set up the lighting for
an interior scene, we must understand
how sun and sky work. I will model a simple
room and I will try to explain the features
of the sun and how it behaves inside our interiors and
outside our interiors, or we call them exteriors. Sun and sky are special features which are
provided by Vray Renderer, developed to work together
very sun and V sky reproduce the real life sun and sky environment
of the Earth. Both are coded so
that they change their appearance depending
on the direction of sun. I'll show that in a minute. Let's model the windows. We will have three windows and
the light will get through these windows in our scene. We still have a dark environment as there is no sun or sky. Our apply shall modifier so
we can thicken our walls. I'll move the teapot
inside our room and the light as well As you can see we have a
dark environment now and the only light is the
previous source plane. This is the night scene for interior when we use
only artificial lights. And outside as you see, we have darkness,
complete darkness. If we want to model a
day light interior, we have to add the sun. First of all, I
would like to add a V ray material to our walls. We have only ray
materials in our scene. Now let's go to our V lights. We will choose next source S. I'll target our sun
towards our interior. Also, we are asked
if we want to add a Verray sky that is
linked to our V Sun. We press okay. We accept. In the next lesson we
will talk about HDRI. This is a more
complex type of sky, but for now, let's talk
about our simple very sky. As you can see, we have
too much light outside. And we will need another tool, a physical camera, so we
can balance our light. First of all, if you can see we are above our V ray plane. Somehow we can say that
we are above the ground. This is what we see
in our render if our V ray sun and ray
sky are set up outside. Also our artificial lights inside our interior
are turned on. I'll raise the sun somewhere 30 or 40 degrees
towards the Earth, depending of its position
towards the Earth and the angle the overall light appearance
changes in our scenes. As you can see, we still have
overbrights in our scenes. We will change that in a minute. Outside we have too
much light now. It's time to balance that. I'll use a physical camera. First of all, I would
like to show how a physical camera acts outside. It's a simulation of a
real camera from reality. I'll bring the camera
in, our interior. Now as you can see, our light is balanced. I'll pull the light
outside so we can see only the
effect of the sun. And also I'll get a little
closer to our Ti pot. Our tip pot represents any interior object or objects that will be
set in our scenes. This is the principle
how we create interiors. The shadows also are
created automatically. Now let's see how camera acts outside and how it interacts
with the sun itself. As you can see, we
have a daylight. I'll bring the sun down so
you can see the effect. As we lower our sun, we begin to see a sunrise
or a sunset and vice versa. If we bring it up, we increase the daylight. Next, I'll bring our
teapot outside so we can see how objects interact outside
using a physical camera. And this is the principle, how we create exteriors. So as you can see, very camera balances the light also
outside and inside. This is how our interior look
and our exterior as well. Inside. Of course, we need some artificial lights if we want to get a
right balanced light. And as you can see, it's too dark because of the
lack of that light.
16. 16 Vray Sun Sky part 2: I'll set up our
camera so that we can see a piece of our room
and the sun as well. These are the options or
parameters of our sun. Let's get a quick wheel. The first one enabled
turns on and off the sunlight intensity multiplier. It's an intensity
multiplier for the ray sun. Since the sun is very
bright, by default, we can use this parameter
to reduce its effect. I'll lower the sun a bit so we can better see this effect. Next one, the size multiplier controls the
visible size of the sun. This affects the appearance of the sun disc as seen by the
camera and reflections, as well as the blurrness
of the sun shadows. Next, filter color
changes the color of the sun and depends on
the color mode parameter. This mode belongs to artistic
approach and we won't use this in our interior
and exterior scenes. Filter shifts the hue of the sun and ray
sky system towards the color specified in
the filter color field. Direct sets the color of sun to match the color in the
filter color parameter. In this case, the
intensity of the light does not depend on
ray sun's position. It is controlled through the
intensity multiplier and override says the
color of V Sun to match the color in the
filter color parameter. But the intensity of
the light still depends on the sun's
position in the sky. Sky model specifies what model is used to generate
the V sky texture. Also an artrostic tool, we won't use this next one changes the
color of the ground. Indirect horizon
illumination specifies the intensity of
the illumination on horizontal surfaces coming from the sky blend angle
controls the size of the gradient formed by vary sky between the horizon
and the actual sky. Horizon offset
offsets the horizon from the default position. Durability determines
the amount of dust in the air and affects the color
of the sun and the sky. Last, ozone affects the
color of the sunlight. All these are artistic
effects and artistic tools. We won't use them
in interior and exterior exclude works the same as exclude from
a simple very light. It excludes objects from elimination or shadow
casting of the sunlight. Invisible when
enabled, makes the sun invisible both to the camera
and reflections effect. Diffuse determines if the sun is affecting the diffuse properties
of the materials effect. Specular determines
whether the sun is affecting the specular
of the materials and cast atmospheric shadows. When enabled that
atmospheric effects in the scene cast shadows. The last two sampling
shadow bias moves the shadow toward or away from the shadow casting
object or object. Photoimit radius
determines the radius of the area where the
photons would be shut. In conclusion, we can say
that we will stick with the defaults of the sun and sky. All these parameters are
artistic tools and we won't need them in our
exteriors and interiors, but we mainly talk
about interiors. In the next lesson, we
will talk about HDRIs. This is the key to light
realism in our scenes.
17. 17 HDRI part 1: In this lesson, I'd like to talk about a very important
source of light, HDRI, which is actually the key to realism in
our interior scenes. And not only we are mainly
focused on interior design in this course and I'll
try to explain in a simple way the principles
for interior design. But as this is an exterior type of light that we are trying
to bring in our interiors. We will talk of course, about exterior
principles as well. I won't get too much into technical details how
HDRIs are obtained. Shortly we can say that
it's a three D image, that it's unwrapped
in two D format. And then in Preds Max, we wrapped it up on our environment that we
will talk about in a second or on sphere that we talked about in
the previous lessons. One more thing that
I would like to add, why actually HDRIs
looks so realistic. As you can see in
the image we capture our fred environment
from reality. Before we get to HDRIs, I would like to talk a bit about simple environment
and free DSX. Let's open our file. This is our previous file. I'll start interactive render. This is where we stopped when
we talked about the sun. Now in rendering we
have environment, or we can press eight. As you can see here we have
the default V ray sky. This is an environment map. If I will turn off our map, we will have darkness around, but still as you can see, we have a bit of light that
is coming from our sun. First of all, I
would like to lock our camera so we can see
only the camera view. As we are navigating
through our windows, there is the light that
comes from our sun. I'll turn the camera so
we can see it better. As you can see, our sky is dark, completely dark
as we turned off. As I said, our sky but still the sun is still emitting
light towards our interior. The next thing I'd like to do, I will turn on our sky. I will turn off our sun. We can see the difference. We are having two source
of light, the sky. It's actually our
environment at this moment. We can use even a simple color for our environment,
but we won't do that. Instead, we will always use HD for our environment,
for our scenes. Now, I would like to
hide our plane so we can better see how our environment
or our V ray sky looks. I will turn it on
and as you can see, the health of our sphere is
gray beneath the horizon. This is the horizon. This is what we see when
we are moving up and down. Next thing I would like to do, I'll choose a very light. I'll clear the environment
and we will use a dome. We talked a little bit about it in the very light properties. When I am applying the very me, I say it's like a
health of the sky or it's very light like
our environment. The light is coming
from everywhere. We still have too much
light in our scene. As you can see, our
environment is empty. This is what we see if we are
looking through our camera. It's like an uniform color. I'll change the
multiplier so we can have a middle intensity. As you can see, we are seeing
a uniform color overall. Yes, it's emitting light, but still it's uniform color, it doesn't look so realistic. Still, this is the beginning
for our principles. If we want to understand how
HDRIs work in this case, we can say that this is the
simple Vra environment. In the next part, we will
analyze how we apply A V HDI and how
we can manage it.
18. 18 HDRI part 2: Now let's get to our HDI
where we can see no map. We will load our HDI. First of all, if you
can see here we have power V sky in five. We are using V bit
map to load our HDI. In previous versions we
are using directly HDI. I'll choose a HDI image. It's an LA Sunset. First I'd like to
show how it looks. As I said, it's a Fredy image and it's emitting
light from everywhere. There is our son and we must not forget that
we have another son. I'll talk about
this in a second. I'll choose the
sample and I'll copy this V Ray bit map
into materials we can get access to HDRI controls. This is our HDRI that you
are actually seeing here. We are always using spherical. These are two
options I'll show in a bit, rotation and flipping. We will also use Render Multiplier to adjust
the intensity of our HDRI. I'll also copy instance
in our environment so you'll C Y in a
second. This is our sun. I can control the
intensity from the ray, light properties, but we
will do this in another way. I'll show in a second. I'll close this. Let's say this is our interior. Will unhide our plane so we can get a
feeling of our ground. I'll bring the camera
closer to our interior. This is the simple principles, how exteriors are created. This is a sunset, but it's not necessarily to be a sunset. We can have a daylight, we can have a night light, we can rotate the
position of our son. You can do that vertically, but we won't do that. We can flip, but we
won't do that as well. Only option that we will need, it's our horizontal rotation. So we can get the
position of our sun. In our case, if these
are the windows, we will need our sun to
emit light in our interior. As you can see, I turned
off our initial sun. That light is actually
coming from our very HD. Here in render multiplier, we can pump up our
intensity until we obtain a good look or a medium intensity depending
on what we are targeting. I'll actually copy
a camera so we can see what we are seeing
from our interior. It's too high. This is actually what we are
seeing in our interiors. As you can see, yes,
there is a bit of light. We still can see our objects. In this case, this
is our teapot. But as you can see, we still have a lack of light. We need artificial lights to increase our intensity
in our interiors, but the light from
outside creates somehow a realistic appearance of our objects in our scene. We can leave HDRIs at
their normal intensity. It's up to you, and you can increase the intensity
using artificial lights. We will talk about
artificial lights later in this course. I would like to go
to Views and turn on the environment so I can see our HDI and I can see the Sun. That is actually the
brightest source of light. From this image, I'll turn my HD right
until I see the Sun. It may have a delay. It's okay. There is our sun. It's very like like
we set up our sun in the previous lesson
when we brought our light inside our interior
through our windows. Only difference that
HD arise are more realistic than our initial sun. Now we need to increase
our intensity. This is one way to do it. We have almost enough light
inside our interiors, but we got a very bright
exterior, not realistic. We have to balance our light
outside and also inside so we can get a realistic
appearance of our scene. I'll change HDRI from
sunset to daylight. And as you can see, as
the image is brighter, we have a lot more light in our scene, balancing light. It's actually the art to create realism and how you
feel the intensity of this light and how you apply this intensity
inside your images. Our job as Fred artists
is to do this at a more realistic appearance
of an individual approach, but still the principles
are very alike. We've got delays while
rotating it happens, I'll try to find
the brightest part. So our sun is hidden
towards our windows. I guess this is one of the brightest parts
are very close. Now I'll bring a bit
our intensity up. We must avoid the
overbrights outside. There is a simple technique, we can pump up power intensity in our scenes and use curtains, But this is not as
real as it would be if we are balancing
right our light. This method is used
for fast rendering. It's not so accurate, but it's very close. So we have to keep the balance between our exterior
and interior, or outside and inside. We must not forget that each is not enough for our interiors. I'll bring a teapot outside so you can actually see how it interacts with light outside
and the camera as well. As you can see we have almost
perfect light outside. I'll bring back to
default to one our HDRI, but it's still a bit dark. You can play with the
intensity until you find the perfect
balance of light. This is actually the principle, how we set up exterior part for our interiors and also
for exteriors of course. But we are talking
about interiors. In the next lessons, I
would like to talk about artificial lights
that are actually the main source of
light in our interiors. And we will try to
divide them and see how they work and
apply in our scenes.
19. 19 Artificial lights introduction: Before we start, I would like
to begin with a disclaimer. The idea that you provide in your interior render is the most important thing that creates a realistic
and interesting work. Light properties and
render settings are now at a level where they
are almost automated. We must use, of course, professional Fred models and professional
realistic materials. This is very important. But your interior
realism results depends on style, understanding, technical interior
knowledge, art level, proportion and scale,
feeling, color balance, and the main idea that
you provide in your work, interior design in
a technical way, it's not so complicated. I mean the brushes
as I call them, the settings and the functions inside free S max
and we really need to know to create a free D render and show your
interior ideas. You can learn them
in a few months. But people have trouble
not in applying brushes, but in creating the main
idea of the interior so it matches the client's
needs and preferences. In the second part
of the course, I would like to
give you some tips, how to get closer in a technical approach to
deliver an interior idea. As I said earlier, I will give you only the tools
and the setups. The idea itself is
always individual and this makes you different and unique among
other designers. In order to obtain an interior
atmosphere in our render, we have to create the
outside environment. In previous lessons we talked about V ray light properties. First of all, we need all
these to understand how we can manage a light before we obtain a realistic result
in our renders. The idea is that we use HDI outside to create the
environment and the mood. But as you saw in the
practice examples, the light coming from
outside, it is not enough. We must add artificial lights in our interior to obtain
a balanced light. There are three main objectives that we will target. Further, we need to understand
the concept of light color and the
light temperature. And what type of color is better to use in a
specific interior. Second, we need to talk about
artificial light types or categories from
reality to understand what we must choose
for our interiors. And three, we will
try to apply a few of those light types in
our practice examples, so you can see how
to adjust them and how to obtain
a balanced light. As I said, every room
or space is different, so we have to adjust. There is no such a thing like golden formula that
works for every scene. When you understand the
basic principles further, it's your job as an artist to obtain a realistic appearance. This is individual approach. But first, let's begin
with the basic tips. After you understand them, you will be able to apply these
adjustments in your work. First one is the light
color, or light temperature.
20. 20 Temperature or light color: When we try to simulate
real world lights, we must use a physical
correct input. So we get the same result as in our interior scenes as we
use artificial lights, mainly in interiors color. Temperature is a way to describe the light appearance
provided by a light bulb. It is measured in
degrees of Kelvin on a scale 1000-10 thousand. Typically, Kelvin
temperatures for commercial and residential
lighting applications fall somewhere on a scale from 2000
Kelvins to 6,500 Calvins. Color temperatures over 5,000 are called cool colors
or bluish colors, while lower color
temperatures around 3,000 are called warm
colors or yellowish. Warm in this context
is an analogy to radiated heat flocks of traditional
incandescent lighting rather than temperature. Understanding the
temperature scale will help us to choose the best color of light
for our interior scenes. Warm light colors. Light produced in
2,000.3 thousand K range of the light
color temperature is called warm, white, red and yellow hues are more flattering to skin
tones and clothing, which is why these
temperatures are very popular in spaces like livings. Also color temperature
bulbs with warm color are standard for bedrooms to
create atmosphere. If we move a bit up
to a soft white, which is slightly above
3,000 K color temperature or higher for areas that require more visual tasks like kitchen, home office, laundry
room and bathroom. In the spaces where warmth and relaxation are
not a priority, increased to a cooler
color temperature. It's more for clarity. Cool light colors, blues
are considered cool, and they live at the higher
end of the Kelvin scale. Cool light produces
more contrast, so it's preferred
for task lighting in a bathroom,
vanity, or kitchen. If usual, white light is
important for our atmosphere, we look for color temperatures
between 3,000 K and 4,500 K. These range from
cool white to bright white. With higher temperatures start to show a slightly blue tint. We must consider that these
temperatures are brighter, offering a cleaner look
than warm temperatures. And colors above 7,000 K are more for technical
purposes like residential, outdoor lighting,
security lighting. And in conclusion, we can say that we focus
for our interiors in the range of 3,000 K and
6,500 K. In the next lessons, we will talk about light types. We will also try to analyze
a few three D models, how they work in V Ray, we can understand the
structure and how we can manage them and adjust
them for our interior.
21. 21 Light types: In the 19th century, the first practical
incandescent lamp was invented by Thomas
Edison and Joseph Swan. Since then, there has been
significant improvement in different types of bulbs
and their efficiencies. There are different types
of lights and they all are designed with the
conceived image in mind. Major types of lights or bulbs are commonly found in the
lighting system of homes, offices, markets,
factories, et cetera. The performance of
a light fixture depends on the bulb we use. And the different
types of light bulbs produce different
lighting effects. A lamp produces light by
the flow of electricity and its general form of
artificial lighting. We will try to analyze the
types of lights that you see, but we will mainly
focus on those who are common for interior design. The first type and the most common are incandescent lamps. Incandescent lights. Incandescent bulbs
are standard bulbs, and many people are quite
familiar with these bulbs. They are available in a broad range of
sizes and voltages, and the bulb glows and
produces heat when electricity passes
through the filament present inside the bulb. They are being
gradually replaced by leads and fluorescent lamps. When the bulb is switched on, the electricity
turn the heat up in the filament and
the filament glows. Incandescent bulbs can last
for 700 up to 1,000 hours and can also be used with a dimer
compact fluorescent lamp. A compact thoracent lamp
is a modern type of a light bulb that perks
like a thescent lamp, It contains mercury, which causes difficulties
to its disposal. And it is designed to replace
an incandescent lamp. Generally, they use less power, produce same amount of light, and have long lifespan. Most of the compact
threescent lamps consist of two or
three tubular loops. Sometimes they even look quite similar to
incandescent bulbs. These lamps cannot
be used with dimers, and usually they can last up to 10,000 hours. Helogen lamps. A Helogen lamp consists
of a tungsten filament, which is sealed with a compact, transparent, enveloped,
and filled with the inner gas and small
amount of halogen. These lamps are smaller than
the conventional lamps, and halogen increases
the lifetime and brightness of these lamps. Metal held lamps. Metal held lamps consists of a discharge tube or arc
tube within a bulb. This tube can be made from
either ceramic or quartz and contains mercury salts
and starting gas. These types of lamps produce a great amount of
light for their size, and these lamps are one of
the most efficient lamps. These lamps are most
commonly used in halls, traffic lights, on stages, in outdoor lighting systems, and for commercial purposes. Light emitting diet. Lead lamp is an electrical
component that emits light through the movement
of electrons in a semiconductor device. It lacks a filament, uses less power, and
has a long lifespan. Leads produce more light than incandescent lamps and help
save energy in energy. Conserving devices leads
are usually assembled into a light bulb to be used
as a lead lighting system. These diets can emit light of an intended color without the
use of the color filters. The initial cost of a
lead is generally high, and it is often used
in interior design. Fluorescent tube. A fluorescent tube is
a gas discharge tube that uses fluorescence to
produce visible light. Compared with the
incandescent bulbs, fluorescent tubes use less power for the same amount of light. And they are usually
more complex and expensive than the
incandescent lamps. Fluorescent lamps do not have a good color
representation ability, but these tubes are cool
in appearance and color. Fluorescent tubes can be used
in many places around home, but cannot be used with dimers. Neon lamps. A Neon lamp is a gas discharged lamp that contains gas at a low pressure. It is assembled by mounting to electrodes within a
small glass envelope. Standard brightness
bulbs are filled with an argon or neon gas mixture. And high brightness lamps are filled with a pure neon gas. When a voltage is applied, then the gas ionizes
and starts to glow, allowing a very small
current to travel from one electrode to
other electrode. Once the gas ionizes, the operation of the
lamp can be maintained. At a lower voltage, High intensity discharge lamps, metal hit mercury vapor. Self ballasted mercury lamps and high pressure sodium lamps, all are high intensity
discharge lamps. These lamps are
specially designed with inner glass tubes and include electrodes with electrical arc. This inner glass tube is filled
with both metals and gas. These lamps produce a
large quantity of light compared to the fluorescent
and incandescent lamps. Intensity discharge lamps
are normally used when high levels of light are
required over large areas, such as outdoor activity areas, large public areas, pathways, roadways, parking
lots, and so on. In the next lessons,
we will try to analyze a few of these light types
and how they work in.
22. 22 Artificial lights properties: Let's talk about
artificial lights and how they work in interior. First of all, I would like to point out a very
important thing. This is not a project. This is just a simple
exercise or simple practice, and all the objects may be out of scale and
out of proportion. The idea of this part
is to understand the principles of how
interior lights work. I'll attach a few lessons from other course where I
designed projects. But again, this will be
done only just to simplify the understanding of
the principles that we need to learn in
interior design. This course is made for
beginners and we will talk here about the basic principles of the light in interior design. And the fact that I attached some lessons from
other course was done only just to simplify the task and not to model
everything from scratch. In the previous
lesson, we talked about light types from reality. And in the next lessons, I'll try to show how those
lights apply in interior. We will take them apart in order to understand how
they are constructed. We will try to understand
the principles, how we control them
in VA and how we balance light inside
our interior scenes.
23. 23 Artificial interior lights, light bulbs: Let's open our previous scene. We will continue
further outside. We have our HDRI. I will bring a light this slide. First, we will talk about
light bulbs in general. All the lighting in the ray is based on three
types of lights. We will take apart
this light bulbs so you can see further
how it's constructed. This will give you the
understanding of how to control this light type
inside our interiors. As you can see our interior,
it's out of scale. A bit out of scale. And our light is just too
small for this interior. As I said earlier, we're not making an
interior project. We are making just a simple
example to understand the principles of
how this type of light works inside interior. I'll bring up my light. The depot will be our
furniture inside our interior. Don't forget we are using physical camera to see the effect of light
inside our interiors. We always balance light
with physical cameras. I'll start interactive render. As you can see, we
have not enough light. I'll create one more
camera and I'll bring it very close
to our light bulbs. These are our light bulbs. We will take them apart
in a few moments to understand how they work and
how they are constructed. If we will take a look
from a far point, let's say this is
our interior scene that we are looking at. The teapot will
be our furniture. As I said, we can see that it's not enough
light in light, Lister, we can see
we have five lights. These are the five light bulbs. From here we can control, and not only from here, but from here we usually control the intensity
of our light bulbs. I'll bring up our intensity so you can see how it
interacts with our interior. A very important thing, we have to control
the overbrdes, especially on our ceiling. I'll add to intensity
and you can see that our interior
is filling with light. If I'll bring the
intensity more, you'll see that it's
too much light. This is our job as
designers to control the intensity and to create a pleasant look
for our interiors. I'll reset our intensity. Now let's talk about how these light bulbs
are constructed alan group, so we can
use just one light bulb. Also, I'd like you to see
what we are seeing in our render while we are
taking the light bulb apart. First of all, the glass
part, we don't need that. We must focus on our light bulb. As you can see here.
We have the filament, here we have a light, we will talk about
it in a few seconds. This is a sphere
light that we talked about in our previous lessons. We will focus on the
parts that illuminate. As I said, you can control
the intensity from here or you can control
the intensity in, particularly for every light
from the modify panel. It's a lot easier
to use V lister. I'll move this part, it's not eliminating, it's
not interesting for us. In this lesson, I
would like to focus, as I said, on the
parts that illuminate. First of all, I
would like to show you the V light material. We'll talk about it
in the next lesson. Here is the intensity
that controls the glow or the light that
comes from the filament. We call it filament V max is just an object,
it's just a mesh. Our light material in this case, it's got a fall off applied, so we could imitate the
glow of a real filament. Now the second the glow
inside our light bulb, it's also a ray light material. I would like to show you how this V light material
works from scratch. By the name, you can see
that it's a material, it's not a light,
although it emits light. I'll create a copy
of our tripod, search for our V materials, and I'll choose a
Vira light material so we can see and
understand how it works. Here it is V light material. If we apply this material, you can see it's not
enough light for now. We can increase the
intensity from here. And you can see that our teapot begins to glow or
it's emitting light, very light material
renders faster. But it can create
some artifacts. If your quality is not enough, I'll show an example from a project so you can see
it in a real situation.
24. 24 Vray LightMtl and Self illumination example: V. Light Material
is generally used for producing self
illuminated surfaces. It can create some artifacts, but it allows faster rendering rather than standard
free gas max material. With self illumination enabled, it turns an object surface
into an actual light source, being both at the same
time, material and light. There are actually
a few methods to represent self
illumination in Vra. We can create a self
illumination effect for a simple ray material. This should be one method. It will be seen by a self
illumination in light mix. When we adjust our
lights in this scene, I used very light material. This would be the second method. Still light mix, sees it
as just self illumination. No matter if it's the first
or the second method, there is one more method using mesh light.
It's the best one. Allows V ray to combine direct and GI sampling of the mesh light for
the best results. Without GI, the
light may produce noisy results for the surfaces
that are very close to it.
25. 25 Artificial interior lights, Self illumination: We talked about
three main types of lights in V. First
was the light bulb. And it actually doesn't matter what type of bulb we are using. In reality in V, we simulate that using
V lights. Simple very. Lights. And the rest of the model that simulates
the light bulb, like the filament
and the glass parts. In reality, we call it
a light bulb for Vra. These are different objects, once again, the
three main types. These are V ray lights,
simple ray lights. Second will be self
illuminating objects. We can create them using Vralight material or self
illumination feature from Vramterial. About this we will
talk in this lesson. The last one, the
third will be mesh, which is actually
also a Vralight. It turns a mesh or an object or a model
into a light source. I'll show that in a few moments. Now let's continue to see
how self elimination works. Although V ray light material, as I said, it's also
a self illumination. We can use the self
elimination feature. I can pick a color, any color. Actually, I'll pick
another color so it doesn't look like our teapot. And we can increase
the self elimination using multiplier. Here we have GI. If we will enable that, our self illumination
effect will glow. We must control the effects
so we can see the object itself and the light coming
out from this object. As designers in our interiors, we will use not only
just one light source. I will activate, if we can
say so the upper light, so can create a more
complex light effect inside our interior. In general, our duty as interior designers is to
install lights inside an interior project in
such a way that the light equally eliminates our space
and we avoid overbrights. Of course, we must
have enough light. The types of lights
that you are using, where you install them, depends on the style
and what you are trying to obtain
inside your project. Let's get back to our
self illumination. I'll bring another type of
light inside our interior. They are usually
used for bedrooms. I would like to show
how self illumination works with real type of lights. As you can see, we have a
self elimination effect, but it's not too strong. I will pick another material. Let's try to analyze how
these types of lights work. As you can see, they are
using self elimination, In this case, one of
those three types. We must obtain a realistic
view of our light sources. They must not be set
it too high, too low. Adjusting their visual
pleasant intensity affects the realism that we are trying
to obtain in our images. I'll try to bring them closer to our wall and I will change their color so you can see especially their effect
on our interior scene. In the next lesson, I'll
try to show the last type, the third one, mesh.
26. 26 Artificial interior lights, Mesh light: Now the last one mesh. I'll bring another type of
light. It's a lead light. We will take it apart so we
can see how it's constructed. I'll bring it closer in
front of our camera. It's pointing down, but I will irrotate it so we
can see the light. In this case we can see
it's not emitting light. Actually it emits
light but it's not enough light and we will
increase its intensity. Here is our mesh. Light on group can access our mesh. As you can see, it's
a V ray light only. It's a mesh type. And we are using temperature
for our interiors. As we talked in the previous
lesson about temperature, this is the mesh type. Let's bring up our intensity. In this case, it's
using default units, but it doesn't matter. As I bring up our intensity, you can see that the
lamp begins to glow. How much light we need depends on the scene and
what we have to eliminate. We have to, remember, we
have to avoid overbrides, but we need to
have enough light. In the next lesson,
I'll try to show you a very cool
feature, light mix. In the first part, we will
talk about its basics. In the second part,
I'll actually attach a lesson
from other course, so we don't have to construct a project from scratch for now. The main idea is to understand the
principle, how it works.
27. 27 Artificial interior lights, Vray LightMix basics: Now let's talk about
light mix in this part. As I said, this will
be the basic part, how it works in the second part, I'll show in real
example of a project how this light mix works
in an interior scene. First of all, we have to use
brute force and light cache. You must add light
mix and render elements and we must use render. Here we can see light
Xs in this list. We can control every light
that we have in our seeing, the render must pass so
we can see its effect. We will wait a few moments. You can actually name all the lights so you don't
get confused by numbers. As you can see our
self elimination, it's an individual layer. I'll attach one more
lesson about this. We can increase the light using this light X and we can control the overall appearance of our lights in our
interior scenes. One more thing I
would like to show. I would like to show you the effect of self elimination
using layers from light. First, we have to
render those parts. I'll follow mouse function
in a few moments. As you can see, very
light creates artifacts, so it's better to use mesh, otherwise you'll have to increase, grammatically,
your quality. And as you can see, we can turn on enough self elimination and you can even change the
light color that glows.
28. 28 Artificial interior lights, Vray Lightmix: Next. As I said, I have to show light mix inside an
interior project. But instead of that, I will show free lessons that are
actually linked between them, because light mix is just a
part of the interior process. First, we have to
model our interior. And using an interior
design plan, we have to install our lights. That depends on the style and the situation from
the interior space. Anyway, I would like
to show an example from a small bathroom
that I've modeled. And before light mix, we have to do a stage
that's called light test. So first is the light test when we install and
balance our lights. Second is light mix
that we talked about. And the third one will be
via lens effect that I'm applying to increase the
reality inside our image. All those are linked together. So I decided to put all
three lessons so you can watch and understand
the whole process from start to the end, so you can get a
full overall idea on the light process inside
an interior project.
29. 29 Light test for interior spaces: Let's talk about lights. First of all, before beginning any light process
in any interior, we must do a light tests. This is a stage that a
lot of designers skip. And I would say, here lies a very big mistake in
interior design process. There are stages of parts of work that are done
only by the designer. In that way, many
designers think they can rush or
skip that stage, as the clients do not
see their results as it actually does not affect the final result as they think. Of course, there
are designers that already feel what they have
to change in that way, the image, the final image that is shown to the
client already looks good. But don't forget one thing, they probably
already have passed that done that process
a lot of times. Don't underestimate this stage, this is a very important one. This is the stage
where we obtain color balance and proportion. If your composition or
proportion looks good, your final render will
look good as well. Okay, let's get to our render. First of all, I'll change that material so we
get uniform color. An overall uniform color. I'll go to settings. I'll set brute force
and light cache. I'll add Noi, I'll add light next. We will talk about that
a little bit later. This is a very cool feature that appear recently in
this five version. Let's try to render and
see what we actually see. In our first render, there is a lot of blue light and our main spots actually don't have any effect on
the overall scene. Second, our camera cuts a
bit of the upper element, we must move our frame, our camera view that
way that we skip that. Of course, we can retouch
that in Photoshop, but it's a lot
easier to move it, so we don't have to
do that in Photoshop. As I said in the
previous lessons, we are using the
most wide opening. I'll change to market for the final render. We will have to change
noise threshold and I'll switch to exponential. Some use Reinhard, but I
do prefer exponential. That's because I'm doing post
production in Photoshop. You'll see that later
in this course. Very importantly, we
have to turn off gamma. I'll use light cash for
secondary balances. Now let's try to adjust the lights and to
increase our intensity of our spots as we are seeing a blue scene to
overall our scene. So we have to correct that. Let's see how it looks. That's closer, but
it's still not enough. We must increase our spots,
our spots intensity. It's a lot easier to leave
a spot that's an instance. Copy outside and change one light and the others in the scene will
change as well. I'll and group
till I will get to our light source. Here it is. And I will try to increase until we obtain a
normal intensity. Yes, that's a lot better. Although this looks very close to what we need after
we apply our materials, we will have to adjust
that one more time. That will be just fine tuning. Because materials can
be dark or light, the overall perception
might change. One more thing, don't
forget we have white color. Now we have to obtain a normal intensity and
we will readjust that. As I said, we'll fine tune that after applying our
materials, we cannot guess. I'll change the intensity
of our hidden lights. Anyway, this is very
close to what we need. It doesn't have to be perfect. As I said, we will readjust
that one more time, but it has to be very close. The next lesson, we will
get to our materials and we will try to apply
them, our surfaces.
30. 30 Vray Lightmix example: Vira Light Mix. In this lesson I'd like to talk
about Ra Light Mix. This is a new feature
of Vira five version. Actually a lot of
people change from Vira to Corona render and all that because
of this feature. Well, of course it
got its advantages, but if you think this is
an almighty instrument, any way to solve any
light situation in your sin or in your
interiors, Then I'll say, don't expect good results if your light balance or light
situation in your sin, it's totally out of range. One more thing, I would say
there is no need to change from corona to or vice versa, because lighting
must be adjusted in the same way no matter
what render you use. I would say this is
more an instrument of fine tuning than one instrument that corrects your light situation by one
click. Don't expect that. But anyway, it's a
very cool instrument. If you have done your light test and adjusted your
light intensity, then I would say it can
save you a lot of time and a lot of test renders to
get to the final result. Okay, let's see how it works. In the render, you must
switch from LGB to light max. You can get access to the Vira lights or the separate
layers of V ray lights. Don't forget this instrument
is based on reflected light. Must have an algorithm
like brute force for our primary bounce engine. You can turn on and off
any light in the scene. First of all, you'll have to
add in the render elements. Denoise and Ray Lightmx can get access to
those functions. You have to switch
to brute force. As these functions
work, as I said, with reflected light, it
won't work with radiance map. Any light in the scene has
its own separate layer. You can control its
intensity, even the color. But don't forget, your
lights must be very close to a normal
intensity unless you'll get artifacts and
results that you don't expect or
desire in this scene. I would like to
increase the intensity of the back hidden light. As our interior
seems to be dark, I will increase the
spots intensity or the main lighting intensity. If you want to obtain
realism in your images, you'll have to feel the
normal intensity in reality. I'd like to add one
more thing about artificial interior,
artificial lights. There are different
personal preferences for light color or light
tint in our interiors. There are some designers
that tend to use white light in
bathroom interiors. But this is actually up to you, in my opinion, white light. It's a more technical light, and I like to use it in
offices and public interiors. But if you think that the color of your
interior is too yellow, you can always change
the white balance. This is actually not a rule, this is more about
personal preferences. I'll delete the
white balance layer. In the next lesson, I would like to talk about
the lens effect.
31. 31 Vray Lens effect example: Next I would like to talk
about ray lens effect. We can find its options here. These are the effects options. First of all, we'll have to
enable Bloom glare effect. This effect simulates real
world camera lens behavior and you can see the
effects options as well. You can adjust the size
intensity in the render. You can see how it affects
the lights in our image. We also can control
the Bloom effect in this roll out low. We have some options of
secondary importance that are just some variations of
these first main options. I would say it's enough to use just these main upper
options to obtain a realistic effect for your
lights in your renders. I will also enable and disable the effect so you can see
how it affects the image. Of course, I recommend that
you use this effect so you can boost up your
realism in your images.
32. 32 Vray Final render settings: Now let's talk about the
final part of any project, the final render settings. Light is health of
any project success if and only if your project's
concept is really good. And you accomplish to create
the necessary symmetry and obtain the pleasant
proportion in your scene. Ray is changing at this moment. A lot of settings that used to be crucial for visualization, of course, including
lighting, are left behind. You got almost the highest
settings automated. So I guess it's time
to say the answer lies not in some secret
magical settings. The design itself reveals the level of what you
are actually doing. And I would say more, it's time to accept
the fact that the idea is far more
superior than settings. The battle for high levels moved finally towards
this, as it should. And it proves once again that
this fact was and will be, the main difference maker. Further, I would
like to show you the final settings that
I'm using in my projects. But if you expect a good result from them and you want to
be proud of your result, you must accomplish the full interior
design projects path. Okay, let's get to Max
and open our V Re render. We will start with
the image size. This is very important as the image basically is
the result that you deliver to your client and you must use a commercial format. By the way, we will use
only these four tabs. You can start with the 2000
pixels by 1,000 pixels. It depends the size
and the proportion of your interior will dictate you what format
is better to use. This format looks good
for wide interiors, but we will have
different spaces, so you will have to adjust. If your computer is really good, you can use 4,000
by 2000 pixels. Next, I'm using bucket some do use progressive
for faster Anders, but I do prefer a bucket. You can use this level
for a noise threshold, it will give you
very clean results. For image filter, there are different combinations
and different techniques, but I don't change anything. Color mapping, we talked about
it, I'm using exponential. As I said, gamma 2.2 and no gamma for GI. Some do use radiance, but I use brute force and light cash for
secondary bounces. You can use 2000. Some do increase
this number up to 3,000 and you can use this level for sample size, this will be enough and of course you can add ray
noiser and V ray light max. The radi nizer will give you
cleaner results at the end. By the way, as an example, I would like to show
you the final result that I got for the
previous project. The space was small so I
couldn't use a wide size. I used 2000 by 2000
pixels format. But the settings
that I used were these that I showed
in this lesson. In my opinion,
these settings are enough for a good
technical render, but the main difference
maker will be your idea.
33. 33 Vray AmbientLight: I'd like to talk
about two more types of lights in Vivira, ambient light and VIS lights. They are not used usually in interior design,
at least ambient. Although some do use VAS
lights in their projects. First of all, I'd
like to explain why I don't use them
in my projects. In our interior design projects, we're simulating the light that comes from real light sources. If you intend to obtain
realism in your images, you should copy and simulate the same real light behavior. Adding unknown sources of light to simplify
your light task in your project will decrease
your realism in your images. That's why I don't use
neither ambient nor IS lights in my projects anyway, I will shortly show you how they work and we will
start with ambient. Let's start a new file. Let's model the plane
and the simple teapot. I'll increase the segments and I will assign a
simple ray material. I'll start interactive
render so we can see what is happening in the VA lights. We have ambient light. As you can see,
it's a light source that comes from everywhere. Here we have three types. We can use direct and GI. Only direct or only GI, we can change the
color for this light. By the way, by this you can see its effect on the surface. Also, we can use a map
like for our Vray lights. If you remember the
first lessons for Vira light properties and also we got to exclude that works the same as for our previous lights. Let's open our previous
scene and I would like to show you how it
works in our interior. It basically adds light to overall lighting situation
inside an interior. And not only that's why
I said I don't use it. It creates a deneoration of our light situations
inside our interior. It is used to somehow simplify your light
adjustments in your scene. And if we target photorealism
inside our images, we should avoid it. I'll assign the previous
material to our teapot. You can see this will
be our furniture, so you can see the whole effect. As you can see, we
have not enough light. The only light comes from
outside, from our HDRI. I'll add an ambient
light for now. You can see there is
almost no effect, but I will increase
its intensity. And as you can see, it creates
an overall ambient light. But as I said, it breaks the
real light distribution. So it kills realism
in your images.
34. 34 Vray IES: Same thing with very IS lights like with
the ambient light? Some do use them in their
projects and actually it was a time at my start
when I used them too. I'll repeat myself
one more time. If you intend to obtain
realism in your images, you must not break the real light distribution
inside your scene. Very IS, lights are
usually used to create light effects on
the walls and not only, and many do use them
as well to create and add to their ambient lighting
inside their scenes. Many do place the VraIAS lights underneath the spots to create a pleasant light
effect on the walls. I'll show in a second. But this, as I said earlier, kills the real light
distribution inside your scene. Yes, they create cool light
effects on the walls, but it seems like there are two light sources in your scene. I don't use them
for a long time, but it's up to you if
you want to use them. I'll show in a second
how they work. And the last thing
that I would like to say is that on my
road to realism, I understood that you
cannot skip the light test. If you want to be a specialist
in interior design, you must do the light test. Be patient, don't
search for easy, fast way, and go with a
professional approach. Sooner or later you'll
understand that you cannot compensate with effects, your design skills, the real lights distribution
inside an interior project. This will be actually the
thing that your client will see every day and not
some effects on renders. Remember, your project must
look cool as in render, same as in reality. Okay, let's see how the
IS lights work in Max. You can see here a
collection of IIS lights. You can find them for
free in Internet. There are a lot of free
collections on Google. I'll open the same
scene. We will continue. First of all, let's start interactive render so we
can see what is happening. I'll delete our
previous ambient light. I will draw an IS light. We have the light
itself and the target. Usually we target
from upside down. I'll select the light
and the target both. And I will move them
closer to our wall so we can better
see their effect. Here we use our IS files from our collections and here
is our intensity value. You can change the
color of temperature. These are the main features. Everything you can
live on defold. I will increase its intensity. You can see how it
affects our scene. We will have to
adjust our intensity. Let's choose an effect. And we bring this file here. As you can see, we obtained from a circular
sphere type of light. A light effect that
you can see on the wall will increase its intensity so you can see better how it
affects our wall. As I said, many do place them underneath the spots to obtain
this type of light effect. Usually they use
them in bedrooms. For example, if we have
a decorative wall, we can use a few spots. I'll turn my camera so you can see better what's happening. We will have to
raise them a bit, so they seem to be the lights that are coming
from our ceiling. I would like to start in render so you can better
see the effect. In render our image, it's a bit noisy. I'll use a radios that we'll get rid from
a part of that noise. Now underneath you can
see the denoising effect. These are our gray IS lights.
35. 35 Conclusion: I want to thank you for
watching this course. Now you have the main
knowledge that you need to start an
interior design project. And as I said from the start this course, it's not a project. It's about the main concepts, but they lead to creating
interior design projects. Before you start your own ideas, especially if you are at
your start in design, I suggest that you take an
already accomplished project. So you can skip for the start, the parts that require modeling and designing and you can try to repeat the same light simulating
like in that project. By the way, if you don't find a full accomplished project, you can check my full
bathroom modeling course. Anyway, the idea is
that you need to test your light skills so
it begins to make sense. And you'll be able to link this knowledge from this
course to the real project. And after you
accomplish to recreate the same light situation
and obtain the same render, you'll be ready to continue
further on your own to implement your ideas for other people in their
design projects that they will require from
you as you grow as a specialist in
interior design. I want to thank
you one more time and I hope to see you
at another course.