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Blender Materials: Light Emission

Introduction

An animated scene uses light to influence how the objects are viewed and how visible they are. Blender provides various options for lights. To start, when you start a project, Blender adds a default light. You can keep it, change it, delete it, or replace it.

Practical LearningPractical Learning: Introducing the Project

  1. Start Blender
  2. In the Properties window, click the Object button Objct

Practical LearningPractical Learning: Modeling a Room

  1. In the Tools window, click the Create tab
  2. In the Create tab of the Tools window, click Plane
  3. To change the name of the shape, in the Properties window, click Plane to select the name
  4. Type Back Wall and press Enter
  5. In the Transform section, change the following values:
    Location - Y:  8
               Z:  5
    Rotation - X: 90
    Scale    - X: 8
               Y: 5
  6. To add a new plane, in the Create tab of the Tools window, click Plane
  7. While the plane is still selected, in the Properties window, change the following values:
    Name       Left Wall
    Location - X: -8
               Z:  5
    Rotation - Y: 90
    Scale    - X: 5
               Y: 8
  8. To add a new plane, on the menu below the work area, click Add -> Mesh -> Plane
  9. While the plane is still selected, in the Properties window, change the following values
    Name:      Floor
    Location - Z: .01
    Scale    - X: 11
               Y: 11
  10. Zoom in to get a better view of the scene. Here is an example:

    Modeling the Interior of a House

Practical LearningPractical Learning: Modeling a Ceiling Fan

  1. Position the mouse in the work area and press Shift + A -> Mesh -> Cylinder
  2. In the Add Cylinder section below the Tools window, change the following values
    Vertices:  8
    Radius:   .065
    Depth:     6
    Location - Z: 8.5

    Modeling the Interior of a House

  3. On the menu bar of the 3D View, click Add -> Mesh -> UV Sphere
  4. In the Add UV Sphere section below the Tools window, change the following values:
    Size:     .5
    Location - Z: 5.5
  5. While the sphere is selected, position the mouse in the work area, press M and, in the Layers window, click the second box
  6. On the menu bar of the 3D View, in the Visible Layers section, click the second button
  7. Zoom in to see as much as possible of the sphere
  8. In the Numeric Pad of the keyboard, press 1 to access the front view
  9. Press 5 to display the sphere in orthographic view
  10. Press Tab to display in Edit Mode

  11. Press Z to display in Wireframe mode
  12. Press A to deselect everything
  13. Press B to prepare to box-select
  14. Draw a rectangle that selects the top lines excluding the middle line and the line just above it:

    Modeling a Window

    Modeling a Window

  15. Press X
  16. In the menu that appears, click Faces:

    Modeling a Window

  17. Zoom out to see less of the sphere
  18. Press Tab to display the Object Mode
  19. In the Numeric Pad, press 5 to return to the perspective view
  20. Press Z to return to the Solid view
  21. In the Properties window, change the name to Ceiling Light and press Enter
  22. In the Tools window, click the Tools tab and click Smooth
  23. While the object is selected, position the mouse in the work area, press M and, in the Layers window, click the first box
  24. In the Tools window, click the Create tab
  25. In the Tools window, click Cylinder
  26. In the Add Cylinder section below the Tools window, change the following values
    Vertices:   5
    Radius:    .65
    Depth:     .25
    Location - Z: 5.65
  27. In the Object section of the Properties window, change the name to Ceiling Fan and press Enter
  28. Zoom in to see as much as possible of the hexagon:

    Modeling a Hexagon - Ceiling Light

  29. Press Tab to display in Edit Mode
  30. On the menu bar of the 3D-View, click the Face Select button Face
  31. Right-click one of the vertical faces to select it
  32. Press I to create an inset on the selected face
  33. Type .05 and press Enter:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  34. Using the same technique, create an inset on each vertical face:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  35. By pressing and holding Shift while right-clicking, select each of the inside faces you had created to select all of them:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  36. On the menu bar of the 3D View, click the Pivot button and select Individual Origins:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  37. Zoom out to display the hexagon far from you
  38. Press E to extrude
  39. Type 1.5

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  40. Press Enter
  41. While the faces are still selected, press S to change their sizes
  42. Type .75 and press Enter:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  43. Press R to rotate
  44. Type -30 and press Enter:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  45. On the menu bar of the 3D View, click the Pivot button and select Median Point
  46. Press Tab to return to the Object Mode
  47. Zoom out to see less of the ceiling fan
  48. Press M and, in the Layers window, click the first button
  49. On the menu bar of the 3D View, in the Visible Layers section, click the first button:

    Modeling the Interior of a House

Practical LearningPractical Learning: Creating the Lights

  1. In the Tools window, click the Create tab and click Plane
  2. In the Properties window, change the following values
    Name:      Local Light
    Location - X: -4
               Y: -4
               Z:  10
    Rotation - X: 30
               Y: -35
    Scale    - X: 2
               Y: 1.5
  3. In the Tools window, click the Create tab if necessary and click Plane
  4. In the Properties window, change the following values
    Name:      Projected Light
    Location - X:   6
               Y:   4
               Z:   10
    Rotation - X: -20
               Y:  45
    Scale    - X:   2.5
               Y:   3.5

    Modeling the Interior of a House

  5. Position the mouse in the work area and, to display the camera view, in the Numeric Pad, press 0
  6. Press N to display the Properties Region
  7. In the Properties Region, click the Lock Camera to View check box
  8. Use the mouse and the keyboard to position the view so you can see the whole area. Here is an example:

    Modeling the Interior of a House

  9. In the Properties Region, click Lock Camera to View to uncheck it
  10. Press N to close the Properties Region
  11. To preview the result, on the top menu, click Render -> Render Image
  12. After viewing the result, press Esc to return to the 3D View

Creating a Custom Light

To get a custom light, create a shape such as a plane or else. Then apply a shader named Emission to it.

In this exercise, we will ignore or remove the existing lamp (we could have kept it) and use only custom lights to the scene.

Practical LearningPractical Learning: Creating Some Lights

  1. In the top menu bar, click Blender Render and select Cycles Render
  2. On the menu bar of the 3D View, click the Viewport Shading button and select Material:

    Menu Bar - Viewport Shading

  3. In the Properties window, click the Render button Render
  4. In the Properties window, in the Resolution section, click 50%, type 100 and press Enter
  5. Click Sampling to expand it
  6. In the Samples section, set the Render value to 500
  7. On the scene, right-click the existing light to select it
  8. Press X to delete
  9. In the menu that appears, click Delete
  10. In the Outliner, click Local Light to select it
  11. In the Properties window, click the Material button Material
  12. In the Material section of the Properties window, click New
  13. In the Surface text box, click Diffuse BSDF and, in the menu that appears, click Emission:

    Material Bar - Emission

  14. Change the Strength value to 5 and press Enter
  15. Click the Color button and select a light-yellow color (I am using R = 0.800, G = 0.800, and B = 0.45):

    Material Bar - Color

  16. Right-click the bottom border of the top menu bar and click Split Area:

    Menu Bar - Split Area

  17. Position the mouse somewhere between the middle of the work area and the right border
  18. Click to confirm. If necessary, resize the windows
  19. In the bottom-left side of the new window, click the 3D Viewport button and select Node Editor

    Node Editor - Menu Selectionn

  20. Position the mouse inside the new window and press N to close its Properties Region
  21. Zoom in the Node Editor to get a larger view of its content
  22. In the Outliner, click Ceiling Light
  23. On the menu bar of the Node Editor, click New
  24. In the Properties window, click Diffuse BSDF and, in the menu that appears, click Emission
  25. In the Node Editor, in the Emission box, change the Strength to 8 and press Enter
  26. In the Outliner, click Projected Light
  27. In the Properties window, click the New Button
  28. In the Node Editor, click the body of Diffuse to select it:

    Node Editor

  29. Press Delete
  30. On the menu bar of the Node Editor, click Add, position the mouse on Shader, and click Emission:

    Material Bar - Color

  31. Position the Emission window to the left of the Output window
  32. Drag the green button from the Emission window and drop it the green button of Surface in the Material Output window
  33. In the Emission window, change the Strength to 10

    Node Editor

  34. Right-click the line between the 3D Viewport and the Node Editor
  35. In the menu that appears, click Join Area:

    Join Area

  36. Position the mouse in the Node Editor and click (or click the right-pointing arrow)
  37. In the Properties window, click the Render button Render
  38. To preview the result, in the Render section, click the Render button

    Modeling the Interior of a House

  39. After viewing the result, press Esc to close the render view
  40. In the Outliner, click Floor
  41. In the Properties window, click the Material button Material if necessary
    In the Material section of the Properties window, click the New button
  42. Click the Preview button to expand it
  43. Click the Color button
  44. Set the RGB color as:
    R: .515
    G: .515
    B: .515
  45. In the Outliner, click Ceiling Fan
  46. In the Material section of the Properties window, click the New Button
  47. In the Properties window, click the Color button
  48. Click its Hex button and set the color as 3D0C02
  49. In the work area, right-click the tiny long cylinder above the ceiling fan
  50. In the Material section of the Properties window, click the New button
  51. Click the Color button and click RGB
  52. Set the color value as follows:
    R: .025
    G: .005
    B: .005
  53. In the work area, right-click the wall on the left side (alternatively, in the Outliner, click Left Wall) to select it
  54. In the Material section of the Properties window, click the New button
  55. Click the Color button and set the Hex value to 3366CC
  56. In the work area, click the right wall (alternatively, in the Outliner, click Back Wall)
  57. In the Material section of the Properties window, click the New button
  58. Click Color and set the Hex value to 3399FF and press Enter
  59. In the work area, right-click the tiny cylinder above the lamp to select it
  60. In the Properties window, click New and click Color
  61. Set the Hex value as 3D0C02 and press Enter
  62. In the Properties window, click the Render button Render
  63. To preview the result, in the Render section, click the Render button

    Modeling the Interior of a House

  64. After viewing the result, press Esc to close the render vieW

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