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The main purpose of the Corona Light Material is to illuminate the scene. The typical use case is light-emitting objects which have different shapes than the ones available in the Corona Light object (e.g. light bulbs, custom-shaped lights, curved LED strips).

 


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Objects with the Corona Light Material applied, from the renderer’s point of view, do not differ from Corona Light objects - they are sampled the same way and have virtually the same properties.

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When setting up LightMix, the LightSelect passes are created based on both the Corona Light Objects and the objects using the Corona Light Material.

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Objects using the Corona Light Material cannot be instanced. If there are many of them, and especially if they are hi-poly objects, will strongly affect the RAM usage and overall rendering performance. The solution is to use the Corona Physical Material with self-illumination instead because such materials can be instanced. At the same time, self-illumination comes with various limitations.

 
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Emission

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Intensity – This option controls the intensity of the light. The intensity is the result of multiplying the color or the texture map and the intensity value.

Color – This is the color that is used for light emission.

Texture – This slot defines the texture map or shader that is used instead of the above color.

Mix mode – This parameter controls the blending mode of the texture map or shader over the color.

Mix strength – This value controls the intensity of the texture map or shader that is used.

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If the Mix strength is set to 100%, the texture map or shader completely overrides the color unless the Mix mode is set to a different blending mode than Normal.

 
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Light emission

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Emit light – When the Light Emission is enabled, then this light is a proper emitter, casting illumination into the scene. It can be disabled to create a camera back-plate that does not alter the scene lighting.

Emit on both sides – When checked, the material also emits light on the reverse side of the normals from the objects that are using this material. When disabled, it only emits light using the normal front side.

Occlude other lights – When enabled, the light blocks shadow rays from other lights in the scene. It is geometry that casts shadows when other lights shine at it.

Shadowcatcher illuminator – Used in combination with the Shadow Catcher Material. If enabled, this light illuminates the shadow catcher instead of casting shadows on it. Enable for CG lights that are added to the footage and are not present in the 2D backplate/footage.

Directionality – This parameter controls how concentrated the light emission is around the normal. Higher values create a spotlight effect.

Include/Exclude – This parameter lets you include or exclude objects from the influence of the Corona Light Material (the excluded objects do not receive light from this Light Material). Available modes are: 

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Include – Using this mode allows only defined objects in the list to be affected by lighting. If no object is defined to be included, all the objects in the scene project are excluded from this light source.

Exclude – This is the default mode, and using this mode allows only defined objects in the list to be excluded from lighting. If no object is defined to be excluded from lighting, then all objects receive light from this light source.

Include children – This allows affecting child objects when parent objects are defined in the include/exclude list.

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Using the Include/Exclude feature affects only the direct lighting. This feature does not affect the GI and it is still computed regardless of the include/exclude mode.



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Opacity

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Level – This is the intensity (also considered as the visibility) of the color.

Color – This is the color that is used for the opacity channel.

Texture – This slot defines the texture map or shader used instead of the above color.

Mix mode – This parameter controls the blending mode of the texture map or shader over the color.

Mix strength – This value controls the intensity of the texture map or shader that is used.

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If the Mix strength is set to 100%, the texture map or shader completely overrides the color unless the Mix mode is set to a different blending mode than Normal.

 
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Advanced

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Visible directly – When enabled, this makes the Corona Light directly visible to the camera.

Visible in reflections – When enabled, this makes the Corona Light directly visible in reflections.

Visible in refractions – When enabled, this makes the Corona Light directly visible in refractions.

Visible to alpha channel – When enabled, then the light is displayed as opaque (white) in the alpha channel.

Visible in masks – When disabled, the material isn't visible in any masking pass (ID, mask, source color,etc.).

Generates caustics – Enabling this option allows for generating caustics.

Material ID – This parameter defines the ID used for this material.

 
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Example A

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In this example, the Corona Light Material is applied to the mesh behind the mirror, the ceiling spotlights, and the strip light in the top-right corner of the room.
They all have the Emit Light option enabled:

 
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In this example, all Corona Light Materials have the Emit Light option disabled. They are only visible directly and in the reflections: 


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Example B

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 In this example, the outdoor lighting comes from a Corona sky object placed in the scene. The lamps on the wall were imported from the Chaos Cosmos library and are only using a translucent lampshade material with no illumination. 

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 Now, a Corona Light material is applied to the lamps on the wall, but the "Emit light" option is turned off (no light contribution at all). What seems to be a bit of lighting is actually just the reflection of the lamps on the wall.

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In this example, a Corona Light material is applied to the lamps on the wall, and the "Emit light" option is enabled (you can clearly see the light contribution on the wall, but also on the ceiling, chairs, and other objects). The resulting image has a little bit of noise. 

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Finally, a Corona Physical material using the Self-Illumination channel is assigned to the wall lamps (there is subtle light contribution), and the resulting noise level is higher compared to the other examples.

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Additional examples

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Corona Light Material: Directionality

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titleDirectionality = 0

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titleDirectionality = 0.5

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titleDirectionality = 0.8

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titleDirectionality = 1

 
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Using the Corona Light Material with Corona Decals

 

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The Corona Light Material can be applied to Corona Decals. (Corona Physical Material with self-illumination can be used like this as well!)
In this example, Graffiti textures are being used as the emission texture of a Corona Light Material which is being projected by the Corona Decals.

 


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