You already know the basics of illuminating a single object. In the following example we will show you how to properly illuminate an interior space. Here different rules apply since the diffused light is greatly influenced by the shape of the room. Diffuse light is light that is reflected back from walls, the floor, the ceiling, furniture and other items in the room.
Using Global Illumination is very well suited for such scenes because the light has no choice but to be repeatedly reflected and dispersed because of the nature of the enclosed space. However, Global Illumination would not be suited for illuminating the car in our other tutorial since the main light is reflected only from the floor or from the car itself and is not reflected onto any other surfaces in turn (except for the reflection that takes place between the car and the Floor object). Hence, Global Illumination is used most effectively in situations in which several objects lie next to or close to one another and the scene itself is enclosed in some manner.
Texturing and Illuminating a Room
The example below was kindly supplied to us by Cinema 4D artist Dave Davidson. As you can see, the room is mainly textured in red and white. The top half of the image shows an overall view of the room; the lower half shows a detailed view along one wall. Most of the objects in the scene are square in shape and therefore easy to texture.
We will not repeat basic material system and material application procedures in this tutorial. These principles were thoroughly demonstrated in the tutorial in which we textured the old-timer car. The same applies to the room’s lighting.
Click on the following link to open the room scene without materials. This scene can be used to again practice creating and assigning materials with specific characteristics.
Otherwise you can click on the following link to open the scene already textured.