Graphics Programs Reference
In-Depth Information
If we click the render button on the toolbar now, we get (as you can see in the render)
a much less saturated look from our skylight.
One potential drawback of using this option, however, is that because this color mod-
el has been designed to mimic an overcast sky, we do see a noticeable drop in the
light energy levels that it outputs.
We could compensate for this drop by using the intensity multiplier value next to the
map button. In all honesty though, if we want or need more control over the col-
or quality of the skylight we are creating, we may decide that using the V-Ray Sky
(TexSky) map is not really the best approach. Instead, we could decide to make use
of a solid sky color, as we were in fact doing when using our rectangle light setup. To
do this using the GI (skylight), let's follow the given steps:
1. Go back to V-Ray texture editor by clicking on the GI (skylight) map button.
2. In the drop down underneath the Preview button, select the None option
found at the top of the list.
3. Click on OK to exit the V-Ray texture editor.
4. Click on the color swatch next to the GI (skylight) label and set the same sky
blue color as used in our rectangle light setup (HSV values of around 224 ,
55 , 255 ).
If we were to take a render now, we would see that the level of color saturation added
to the environment has been greatly reduced. Unfortunately, our level of illumination
has also been greatly reduced, which is not really what we want. To counteract this,
we can enter a value of 15 in the GI (skylight) multiplier field. This will take us back
to roughly the same illumination level that we were getting from our V-Ray sky map.
At the end of this series of steps, we should end up with a render that looks like the
following screenshot:
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