Author Topic: [Tutorial] Epic lighting in Blender  (Read 1064 times)

This tutorial will teach you how to apply lighting quickly and accurately into your blender scenes realistically.

Step 1. Delete the default lamp and camera, and create a plane.

Step 2. Create a cube, and then create an ICO sphere (I used a UV sphere) with a subdivision of 2.

Step 3. Give the ICO Sphere a material, go into the shaders panel, and move the Emit slider to the maximum.

Step 4. Move the ICO Sphere to a suitable position to be the scene's "sun". Then, go to the materials panel, then to the radiosity panel.

Step 5. Select every object in the scene, and press the button with the label "Collect Meshes".

Step 6. Press the button labeled GO, and the scene will begin lighting. Since we have not tweaked any settings and this is a basic scene, the lighting should be over very quickly. You are now left with a scene with blocky but true textures.

Step 7. Press the button labeled "Gour". This blends the textures, and the blocky look of the lights.

Ignore any steps past this if you do not wish to render your scene.

Step 8. Press the button called "Replace meshes", and then press "Free Radio Data"

Step 9. Create a new camera, position it, and hit F12!

Note: I will get around to putting pictures below the steps in img tags tomorrow, but for now they're attachments.

Sweet, I'll be using this method for now on.

I'm glad you liked it.

Bump. Also, you can use this method with anything, you can use it for indoor lighting, outdoors, reflections, etc.

If used correctly, it can even look as good, or better than the lighting valve uses for their maps.