Blender 2.79 | Cycles Renderer
There’s currently no built-in support for IES light sources in Blender & Cycles.
We already know that Blender 2.8 will have the feature built into it (which is great news!), and there’s an addon that provides the functionality, but I wasn’t satisfied with it’s workflow, not being integrated well into Cycles.
So I decided to develop a custom Cycles shader (node group) that will provide realistic IES like spotlights in a convenient customizable way.
The Shader I developed is called CG-Lion Spotlight Presets Pack 1.0 and is available for purchase on Blender Market.
It doesn’t load external IES files, but instead has a pre-configured library of 20 spotlights shapes, and also provides features that are not available in IES lighting like tweaking the spotlight beam focus, adding a chromatic dolor dispersion effect, and producing a correctly bright surface at the light source.
Customizable Photo-realistic Car-paint shader for Cycles
Complex Fresnel texture for Cycles
Maya 2018 | V-Ray 3.6
To set the VRaySun photometric light source diretion according to the location in the world, the date and the time:
- Select the VRaySun parent node – ‘VRayGeoSun1Transform‘ and rotate it so its Z axis points to the architectural plan’s south.
- Select the VRaySun node – ‘VRayGeoSun1‘ and in its attributes un-check Manual Position.
This will make the location / date / time parameters accessible.
- Set the GMT zone of you architectural project’s location in the world, the Date and time.
* haven’t found how to set daylight saving time….
V-Ray for Maya Physical Camera
V-Ray for Maya White Balance
Daylight system addon for Blender
Unreal Engine 4.18
- Create a new material, and double click it to edit it.
- In the Details panel, under Material, set Blend Mode to Translucent.
- In the Details panel, under Translucency, set Lighting Mode to Surface Translucency Volume.
- Set Base Color to White.
- Set Metallic to 1.
- Set Roughness to 0.
- Create a Fresnel node and connect it to the Opacity input.
- In the Fresnel node, set Base Reflect Fraction to control reflection amount in perpendicular surface viewing angle (front).
* Note that its connected to Opacity, but since the material is basically a flat mirror, when it’s not purely transparent it will be reflective.
- In the Fresnel node, set Exponent to control the reflection amount falloff curve from perpendicular surface viewing angle (front) to parallel surface viewing angle (sides).
* Higher values will create a steep falloff curve, resulting in less reflection in most viewing angles.