Add Realistic Lighting to Your Vray Model

Marc Teer

June 06, 2016

Add Realistic Lighting to Your Vray Model

 A free tutorial from the Black Spectacles course 3D Rendering with Vray 3.2 for SketchUp and Rhino 5.

In this Black Spectacles FREE tutorial, you will learn how to set your camera and environment settings in Rhino 5.

This tutorial is part of the Black Spectacles course on 3D Rendering with Vray 3.2 for SketchUp and Rhino 5 in which you will learn how to bring a 3D model into Vray for SketchUp 216 and Rhino 5, render it out, and touch it up in Photoshop to give your final image a professional finesse.

View the entire course here: 
3D Rendering with Vray 3.2 for SketchUp and Rhino 5


Setting Indirect Illumination (GI) and Irradiance Map Options in Rhino 5 Tutorial

Step 1: Turn on the GI

Open the V-Ray option editor and expand the section titled “Indirect Illumination (GI).” So here is where you turn on the Global Illumination (GI).

Step 2: Set the Ambient Occlusion

You also have the option here to turn the Ambient Occlusion on or off. It’s nice to have it on because you get that effect where you have a little bit of extra shadow where geometry meets to help ground things and help bring out detail on the model. The amount of ambient occlusion can vary from 0% to 100%. 100For 100%, you would enter “1” in the box for the amount. With the Subdivisions (Subdivs), you want that kind of high, around 16 or 24, to make sure that effect is nice and smooth. And the Radius is based on the units of your model. In this case, it’s inches. So what this is saying is this radius right now is 10 inches. So if you have a wall and a ceiling come together, and the ambient occlusion is going to happen at the crease, it’s really only going to happen within a 10 inch radius of that point. So if you really want to minimize it to just that line, make sure that distance is small. But let’s say you want to read the ambient occlusion from an aerial, you probably want to make that radius 3 or 4 feet so that the area it creates is spread out more. So keep that in mind.

Step 3: Set the Primary Light Bounce

Going back to GI, you can see you have two sections for bounces of lights – Primary bounces and Secondary bounces. These are two engines that deal with bouncing of light. For the first one you have the Irradiance map, which is the primary engine, and 90% of the time you will use irradiance map. Photon map, brute force, and light cache are also available in that drop down menu, but irradiance map does a really great job of getting those first rays of light to fill the entire scene.

Step 4: Set the Secondary Light Bounce

The second bounces – photon map, brute force, and light cache – primarily brute force and light cache are the two you are going to spend more time with. Brute force is the easiest because, settings-wise, there’s really only two settings: subdivisions and number of bounces. So it’s great for exteriors. And light cache is great for interiors.


Watch the video for this tutorial here:

AXP Launches this Month – Submit your IDP Reports Now

Read previous post