When you want to create an "over-exposed" point of light on an object that emits or reflects intense light (for example a lamp), you can use the "Self-Illumination" material.
This material gives the effect of emitting light, however, it is applied just like any other material within DomuS3D, simply by dragging and dropping it onto the surface of an object.
We can apply it, for example, to a lamp to create a luminescent effect, or we can place it behind a mirror to create a "back-lit" effect (click here to see how!)
Note that many Maticad furnishing items already have the self-illumination material applied to them; you can check in the properties window of the element to see if it has already been applied:
Starting in the 2023 version, you can create a self-illuminating material using two different methods (modes): BRDFLight (available in the previous version, as well) and the new LightMesh. Both types are compatible with CPU and GPU rendering.
BRDFLight (available in the previous version, as well) - this parameter allows you to create a self-illuminating material whose intensity can be adjusted with the intensity multiplier, or with the Autointensity value, which adjusts intensity based on the overall exposure of the scene.
LightMesh - This allows you to create a higher performing self-illuminating material compatible with GPU. It is a VRayLight, meaning it is a real light with its own physical parameters, its intensity is adjusted in lumen (lm).
In both cases, to create a self-illuminating material, it is necessary to activate the Emit light parameter. Once this parameter has been activated, it is possible to set the intensity of the material. Activating the Auto Intensity parameter, the self-illumination will be calibrated based on the brightness of the scene in which it is used, based on the light sources present.
If, on the other hand, we set the Intensity parameter manually (uncheck the Auto Intensity box), the material will reproduce the effect indicated by this value; however, it is important to keep in mind that the final visual effect will depend on the presence (or lack thereof) of other light sources within the scene. If the scene is bright, we may perceive a dim effect from the self-illuminating material, while a completely dark scene will cause the self-illuminating to appear very bright.
To create a colored light effect, as is the case with a neon light, it is necessary to set a diffuse color, within the main parameters.
WARNING: we recommend duplicating the original material, renaming it, and modifying the duplicate only. You can change the diffuse color in the "Main Parameters" section of the duplicate material.
To make a self-illuminating material transparent, set the Opacity field to 0.
Self-Illuminating Material in Post-Production
In DomuS3D, it is also possible to adjust the effect and intensity of self-illuminating material in post-production. Once an object with self-illuminating material has been inserted into a project, such as, for example, a lamp, in the material properties window it is possible to check if it has been assigned to a “group” (Light group parameter); for example, in the following image, the material is assigned to the LAMP_EA2 group.
This name can be assigned by the user, or, in the case of lamps with integrated lights, it is assigned automatically by the software, and is used to allow for the regulation of the material in post-production. If the lamp has an integrated light, either a light source (bulb or spotlight) or self-illuminating material, they belong to the same group.
This allows users to adjust the two parameters in the same way in post-production. Once a rendering image has been created, users can find and adjust the desired light group in the EXR Light Settings window, along with the other light groups set in the scene.
These new characteristics and potential for lighting can be found in the new library of 3D lamps with integrated light, as well. Learn more about the new lights in this article.
This article is valid for the 2023 version and later.