The plug-in offers several ways of illuminating your scene:
- Environment lights which include Physical Sky, Constant Dome and Image Based Lighting. You can find the settings regarding environment lights in Render Setup > Renderer tab, in Environment Settings section and Image Based Environment sections.
- You can also illuminate the scene by assigning emitting materials to the objects. This is done by adding an emitter component to any material. You can find more information in the section Lighting with Emitters.
- In order to make things easier for our users, we also created what we call MxLight object, which allows creating Maxwell lights in a similar way as you would do in 3dsmax with conventional spots.
MxLight object
The MxLight object generates the required geometry and material to produce an emitting object and supports the same emitter types as the emitting component of the material: Area, IES and Spot
You will find the MxLight object in Create->Lights->Maxwell section.
By default, the MxLight is generated with a target an is created by dragging from the emitting object to the target. However, if you disable target checkbox before creating it, you will be able to create the area type by dragging from one corner of the rectangle to the other and in the case of IES or Spot, just by clicking once in the viewport.
Creation method with and without a target
All the types have these common options:
- Enable: will allow to completely turn the light off or on.
- Target option will enable or disable the target. If you enable the target, it will be created 1.5m away from the emitting object.
- Use Ghost Bsdf: this option avoids the emitting object from blocking light rays from other lights so, if you place it at a window opening it will also let the environment light in (the emitting object won't cast shadows). Also, if you are using multilight and turn this light's intensity down to zero, the emitting object will turn invisible instead of black.*
- Hidden To Camera: this option will make the emitting object invisible to the camera, but it will still cast light. If you combine this option with "Use Ghost Bsdf" you will get an invisible object that will still illuminate the scene.
- Hidden To Refl/Refr: with the two previous options you will get an almost invisible object, but it will still be visible in the reflections of other objects or through the refraction of transparent ones. This option will make the MxLight object also invisible in the reflections and refractions of other objects. If you turn the three last options on, you will get a completely invisible object that will still illuminate the scene.
Demonstration of how using a Ghost BSDF affects MxLight object's shadow and visibility
Examples of how the Hidden to Camera and Hidden to Refl/Refr affect the look of the MxLight
The so-called "Ghost BSDF" can also be created in a normal material. It's a normal BSDF with Transmittance set fully white (255,255,255) and Nd = 1. It renders as air and the rays don't refract when travelling through it, so it's very fast. Click on the thumbnail to see an example:
Light types
The different types will show different gizmos in the viewport:
- The Area type will generate an emitting square of 50x50cm with a target by default. This will only emit light from one side in the direction of the target. The emitting geometry can be converted to a sphere, in which case the target is disabled. Depending on the type of Emission, the options change. It can be by Color, by Temperature or using an image.
Different Emission modes for Area type
- Color emission allows to choose a particular uniform color of emission and the intensity in specific units. When you choose Power and Efficacy, Lumens or Candelas the intensity will be distributed uniformly over the surface of the emitting object (watch out, as a 100W emitter will barely produce any light if assigned to a 10x10m plane, but will look very bright if applied to a 1x1cm plane. The intensity when you use Luxes (lm/m2) and Luminance (cd/m2) on the other hand, will vary depending on the size of the object. The look of a 10x10m plane will be very similar to a 1x1cm one, but smaller one will actually emit less light than the bigger one.
- Temperature emission specifies both the intensity and color based on the color temperature value.
- HDR Image emission allows to choose an image to emit light (a TV screen could be achieved with this). Although it is strongly advised to use HDR or MXI files, you can also use other low dynamic range images as jpg, png and so. As units cannot be specified for this, you can change its intensity with a multiplier.
- The IES type generates an invisible ball and allows to assign an .ies or .ldt file to it. These files are usually provided by the lamps or spots manufacturers and represent the light distribution generated by the whole lamp. IES type is particularly useful to represent exactly the look of a particular lamp in the market without having to model the whole lamp.
- The Spot type generate a cone with an emitting disk inside. The height of the cone and the distance between the apex and the emitting disk can be set in the Maxwell Render rollup. The emitter material is applied only on the disk; a diffuse grey material is applied on the occluder cone.
The generated emitter material takes its luminous intensity and color from the MxLight node parameters. These closely resemble the settings available in an emitter material.