Ladys & Gentleman, I just got my Fryrender NFR license.
What does it meant?
It means that I can use Fryrender 1.9 without any render limitations 😀
In the meanwhile I’ve created a spotlight scene to test out my brand new 64bit Fryrender. For those who don’t know, Fryrender is so called physically-based render engine which means that it uses some smart algorithms to simulate real life materials, lights and camera behaviour. It creates very accurate, unbiased output with the cost of higher render times. The lighting work-flow is different than in most ray tracing applications. The only way to light up the scene is to create object (emmiter) with a special light emitting material applied. This approach has some drawbacks. For example you can’t easily create spotlights, down lights, floodlights etc. If you want to create this kind of lighting you need to model both emitter (for example bulb) and reflector. Fryrender traces light bouncing from reflector as it is in real world, therefore this method is kind of simulation of real-life lighting. The output render is very believable, but since every ray of light bounced from reflective material is considered as a caustic, the rendering process is much more time consuming than IES data work-flow (well known in the world of biased renderings).
Here’s the image:
This is the actual model manufactured by ERCO. The small emitter placed inside the housing is suppose to simulate low voltage halogen lamp (color temperature around 3100K). The glare effect on the right was entirely generated by Fryrender.
I’m very satisfied with the accuracy of light distribution (+ fantastic glare), but render time is a different story. The original resolution was 750×1000 and it baked for almost 25 hours on high priority. As you can see the image is still noisy.
I can suffer 25 hours if I’m sure that the output is the highest quality, but imagine the render time for a fully detailed complex interior scene with 10 spotlights…
Conclusion: I strongly believe that this technology is a future of photo-realistic 3d imagery. The scene setup is relatively easy, results are really nice but render times are high compared to commonly used biased methods. We just have to wait some time. Hopefully prices of multi-core CPUs will continue to drop.
Anyway, you can test it by yourself. Here you’ll find two models in obj format that you can freely use for any kind of work 🙂
P.s.: I was pretty busy lately with writing my first tutorial about the making of my BRIO render. Most probably it will be available to download directly from Feversoft (makers of Fryrender) website. I’ll post more info soon.
7 thoughts on “Spotlight in Fryrender”
I’m trying to use fryrender now because of its nice effects, i’ve been using vray for quite sometime already.
May I know how to insert fryrender lighting into 3dsmax? I’ve tried all the lightings in max and they doesnt seem to work.
@Qian Jing Jie
You’ll need a “real” source of light. Fryrender is physically based. The whole artificial lighting system is based on materials and real geometry called emitters.
To create a spotlight:
1. Download my model (link on this page) and import it to your scene.
2. Apply materials to the spotlight. Use bright and black plastic materials for the casing and aluminum for the inside reflector.
3. You’ll find a sphere inside (where the bulb should be) – this will be our emitter object. Apply fryrender emitter material to it. Set the color temperature around 3200K.
Keep in mind that higher emitter polycount will result in longer render times.
i am very glad for finding this site.
i need help for makeing light so that when we render it something like U built over the wall i dont know how to make it with mentalray.
excuse me if i have some mistake .
Hi, you should be able to render something similar using 3ds max spotlight or photometric light with IES file applied.
Thanks for finally writing about >Spotlight in Fryrender | tolas <Loved it!
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