Adding Daylight Illumination
Rendering with mental ray: Sky Portal and Exposure Control
Time-of-Day Illumination
Using Sky Portal and Photographic Exposure Control
You will now use a Sky Portal to gather existing sky
lighting and direct its flow to the interior of the scene.
NoteThe Sky Portal generally requires less render
time than the Global Illumination option. It is an effective alternative
to visualizing a scene.
Add
the Sky Portal:
- On
the Create panel, click Lights, and choose Photometric from the
drop-down list.
- On
the Object Type rollout, click mr Sky Portal, and then turn on Autogrid.
- Right-click
the Front viewport label, choose Smooth + Highlights, and then maximize
the viewport by pressing Alt+W.
- Create
the Sky Portal by dragging diagonally from the upper-left corner
of the window to the lower-right corner, until the entire window
is encompassed by the box.
The Sky
Portal should not be much larger than the window.
- Right-click
to complete creating the Sky Portal, then press Alt+W to view all four viewports again.
-
With
the Sky Portal object still selected, go to the Modify panel. In
the mr Skylight Portal Parameters rollout > Shadows group, make
sure Shadows is on and set Shadow Samples to 32.
Increasing
the Shadow Samples value improves shadow accuracy, but also increases
rendering time.
- With
the Perspective viewport active, press Alt
+ W again.
The scene shows that the Sky Portal arrow, which
indicates the direction of light flow, is pointing the wrong way:
from the interior of the scene outward.
- At
the bottom of the mrSkylight Portal Parameters rollout, turn on
Flip Light Flux Direction to reverse the light flow.
- Press Alt+W to view all four viewports,
then activate the Camera01 viewport and press F9 to render the scene.
The result
is much improved. The Sky Portal has focused the light source, so
that more photons are available to be scattered across the room. Nonetheless,
the rendered scene is still grainy, and the colors are too bright.
We’ll further refine scene illumination by adjusting the scene exposure.
Set
exposure:
Proper exposure can improve mid-tones and shadows,
and produce more realistic colors.
- On
the Rendering menu, choose Environment to open the Environment and
Effects dialog.
- From
the Exposure Control rollout list box, choose mr Photographic Exposure
Control.
- On
the mr Photographic Exposure Control rollout > Exposure group
> Preset drop-down list, choose Physically Based Lighting, Indoor Daylight,
then close the dialog.
- Click
on Exposure Value (EV) and change the value of 10.0 to 9.0.
-
Lower values
add more light to the scene.
- Press F9 to render the scene.
mental
ray re-renders the lounge using an exposure preset suitable for
indoor illumination. As a result, colors are more muted and subtle, and
shadows appear more life-like.
Add
an Arch & Design material:
Despite all that you’ve done to this point,
the scene still looks a little dull. In this part of the lesson,
you’ll take advantage of the mental ray Arch & Design material
to add more interesting lighting effects. You’ll switch the original
wall panel material on the wall behind the bar with that of frosted glass,
then optimize its reflective attributes.
- Select
any wall panel behind the bar, in any viewport.
-
On the
toolbar, click Material Editor to open the Material Editor.
-
The material
currently applied to the wall panel is indicated by a white triangle
at each corner of its sample slot. If this isn’t already active,
click it to activate it.
- Click
the button labeled Standard to display the Material/Map Browser.
- Choose
Arch & Design (mi) from the list, then click OK.
- On
the Material Editor Templates rollout, choose Frosted Glass (Physical).
The glass
properties are displayed in the Main Material Parameters rollout.
Here, you will customize the glass material by adjusting its light
diffusion, refraction, and reflection attributes.
- On
the Main Material Parameters rollout > Diffuse group, click the
Color swatch to open the Color Selector. Use the controls to choose
an orange color, then click OK.
- Drag
the orange color swatch from the Diffuse group to the color swatch
in the Reflection group. A Copy Or Swap Colors dialog appears: click
Copy.
The light
diffusion and reflection properties of the wall panel material now
simulate a construction of pigmented glass.
- Right-click
the Refraction group > Transparency spinner arrows to set refractive
values at 0.0.
At zero,
light will bounce off the material surface rather than penetrate
it. This results in more sharply-defined reflected images in the glass.
- Scroll
down to the BRDF rollout.
BRDF, which
stands for bidirectional reflectance distribution function,
is a property that lets the material’s reflectivity be determined
by the angle from which the object surface is viewed.
- Turn
on Custom Reflectivity Function and in the 0 deg refl. field, specify
a value of 0.5.
Viewing
material reflections using the By IOR setting is fine if you are
viewing reflective surfaces straight on. The Custom Reflectivity Function
option is a better choice, however, since it better calculates reflectance
from the 45-degree position of the camera.
- Press F9 to render the scene.
The newly-applied
wall panel material has added considerable interest to the scene.