A GUIDE TO NEON LIGHTS WITH V-Ray
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600KB Flash File

TOPICS COVERED:

1. Neon Light
2. V-Ray Light Material
3. Basic Interior Lighting


Download the scene here
Note: The scene will only work with Max 9.

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Isometric View Of Entire Scene

As you can see, in this particular scene, I pay little attention to objects that are not in view of the camera.

Note:
The object acting
as the floor is just a copy of the back wall. Also I placed a plane above the floor acting as the face of a billiards table. The plane is not in view of the camera but it is necessary for light bounces and color bleeding.

 
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V-Ray Global Switches

- Displacement is enabled
- Default lights are disabled

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V-Ray Global Illumination Settings

Pretty basic settings here.

- GI is on
- Primary GI engine is set to Irradiance map
- Secondary GI engine is set to Quasi-Monte Carlo


V-Ray Irradiance Map Settings

Pretty basic settings here as well.

- Irradiance Map preset is set to medium
- Under options I enabled show calc phase
- Mode is set to Single Frame

 

V-Ray Environment Settings

- The environment light has been enabled and toned down to 0.2
- The reflection/refraction environment has been anabled and set to 1.0

Note: a HRDI map was used for the reflections



Neon sign in off state


V-Ray Material Settings for the YELLOW neon light (OFF STATE)

Note: Since this material is for the off state of the neon light, it is not a Light material and it does not generate ilumination.

- The material has Fresnel reflections
- IOR set to 2.0
- Max depth set to 8



Neon sign in OFF state


V-Ray Material Settings for the BLUE neon light (OFF STATE)

Note: Since this material is for the off state of the neon light, it is not a Light material and it does not generate ilumination.

- The material has Fresnel reflections
- IOR set to 2.0
- Max depth set to 8

 


Neon sign in ON state


V-Ray Material Settings for the YELLOW neon light (ON STATE)

Note: Since this material is for the ON state of the neon light, it is a V-Ray Light material and it generates ilumination.

- The material is a V-Ray light material
- The color has been set to yellow/orange
- The multiplier has been set to 2.0



Neon sign in ON state


V-Ray Material Settings for the BLUE neon light (ON STATE)

Note: Since this material is for the ON state of the neon light, it is a V-Ray Light material and it generates ilumination.

- The material is a V-Ray light material
- The color has been set to a navy blue shade
- The multiplier has been set to 2.0


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Isometric View Of Entire Scene


V-Ray Light Settings

Note: The light in this scene comes from three sources.

1. Environment light
2. The neon light
3. The V-Ray light
(All of the above contribute to the global illumination)


As you can see from the screen grab above, the V-Ray light is positioned in the top right portion on the scene. It is facing towards the wall and is aimed slightly towards the main scene geometry. I wanted to make it appear as though there was a bar or some other light source just off camera.

- Multiplier was set to 60
- A redish color was applied to the V-Ray light
- Subdivs were left default at 8



V-Ray Camera

- Type was set to Still cam
- F-number was lowered to 2.0
- Exposure was left on
- Vignetting was disabled


V-Ray Material Settings for the Wall

Note: I wanted the wall to look old and worn down. I added some displacement to the wall as well as some graffiti to give it some character.

- The material has light Fresnel reflections with an IOR of 2.0 with a max depth of 8
- Reflection glossiness was set to 0.85 (this increases the material's glossiness) with a max depth of 8




V-Ray Displacement Settings for Wall (Left)

- 2D Mapping was used
- Plaster2D.jpg was used for the displacement map
- Amount was set to .03"



Displacement Map (Included in zip file)


Texture Map For Wall (Included in zip file)





V-Ray Displacement Settings for the hand Chalk (Left)

- 2D Mapping was used
- chalkdisplace.jpg was used for the displacement map
- Amount was set to .001"

Note: The displacement map choice for the chalk was fairly arbitrary. Basically all I wanted was to have a rough surface on the chalk to simulate it has been used.



Hand Chalk (white object)


Texture Map For hand chalk (Included in zip file)