These parameters let
you specify luminous surfaces within the Arch & Design material;
for example, a translucent lamp shade.
The Arch & Design
material works only with the mental ray renderer, so in order to
see it represented accurately in the sample slots, you must first
set mental ray to render in the Material Editor. For details, see
Assign Renderer Rollout
A self-illuminated surface
does not actually cast light, but it can optionally act as a source
of indirect light when
Gather is in effect, so it can have an
impact on scene lighting in the rendered image.
The optimal settings
for self-illuminated surfaces depend on the lighting conditions
and desired effects. This table provides recommended initial settings
for lights and the glow options under different circumstances:
||Visible in Reflections
||Illuminates with FG
TipThe easiest way to
toggle the Affect Specular and Affect Diffuse switches for a light
source is to select the light in a viewport, right-click it, and
then use the Tools 1 quadrant settings. This affects only one light
source at a time.
- Self Illumination (Glow)
When on, the material
is set to be self-illuminating, and the remaining rollout settings become
To set the illumination
color, choose either option and adjust its parameter:
- Light Pick
a common lamp specification to approximate the spectral character
of the desired illumination.
- Kelvin Set
the color of the self-illuminated surface by adjusting the color-temperature
spinner. The color temperature is displayed in degrees Kelvin.
Use a color filter to
simulate the effect of a color filter placed over the self-illuminated
surface. For example, a red filter over a white luminance source
casts red light. Set the filter color by clicking the color swatch
to display the
Default=white (RGB=255,255,255; HSV=0,0,255).
To set the brightness
of the illuminated surface, choose either option and then adjust
the numeric setting:
- Physical Units Sets
the brightness in candelas per square meter. This is a physical
value that takes the physical scale into account.
- Unitless Uses
an arbitrary numeric value to represent the brightness.
- [numeric value spinner]
When Physical Units is
chosen, sets the brightness in cd/m2. When
Unitless is chosen, sets the brightness as an arbitrary value.
The following table shows
some representative real-world luminance values.
||Brightness in cd/m2
|Cathode-ray tube (CRT) television screen
|Liquid-crystal diode (LCD) television screen
|Bright light-emitting diode (LED) panel on an electronic
device such as a DVD player
|Frosted lens in front of a desk lamp
|Frosted lens in front of a residential recessed halogen
|Exterior of a ceramic lamp shade on a decorative fixture
|Interior of a ceramic lamp shade on a decorative fixture
|Frosted incandescent bulb inside a decorative fixture
|Cloudy sky in the afternoon
|White ceiling in a brightly daylit room on a cloudy day,
|Reflection from a cloudy sky on a varnished wooden floor
|Dark asphalt on a cloudy afternoon, outdoors
Glow Options group
- Visible in Reflections
When on, the illumination
produced by the settings on this rollout appears in reflections
on other surfaces. When off, the object is still reflected, but
the illumination is not.
- Illuminates the Scene (when using FG)
When on, and
Gather is in effect, the self-illuminated
surface acts as an indirect light source and contributes to the
Final Gather lighting in the scene. When off, has no effect on Final
not illuminating the scene
illuminating the scene