An Omni light casts rays in all directions from a single source. Omni lights are useful for adding "fill lighting" to your scene, or simulating point source lights.
A Dome light is a type of VRayLight that shines inward at the scene as if from a spherical or hemispherical light source outside the scene extents. This light is frequently used for Image-Based lighting using panoramic HDR images used as environments.
A . visopt file is just a preset collection of render settings. Once you have loaded a . visopt, render your scene.
HOW TO IMPORT VISOPT V-RAY SETTING FOR SKETCHUP
VRay Rectangle Light (Plane Light) The first one on the toolbar is the Rectangle Light (Plane Light) and it is not really one of my favorites. You can add this light to your scene by clicking its icon and then clicking the area/plane in the model you want to place it in/on.
To load the HDRI, all you need to do is click the small “m” highlighted at (1) and then click type “Bitmap”, then on the Bitmap File highlighted at (2). Next browse the location of the HDRI file in your computer (3).
To This Scene:
Choose Transparent Alpha type. In Blender Internal, If you want the background to be transparent, you can change the output type to RGBA and in the Scene tab under Layer, untick Sky.
To apply correct way to assign hdri in Arnold is to create Arnold sky object apply HDRI and to hide HDRI, there will be a slider called “Camera” in sky object. Change it's value from 1 to 0. It's Done.
Open up the Hypershade window. In the Create Bar on the left of the Hypershade window, you should see a list of Arnold nodes. The one we want is the SkyDome Light. Click on it to create it.
Main View. The Properties Editor with the Mesh tab selected. At the top of the each tab a list of icons explains the context in which the properties are being edited.
Part 1 – Render a Background Image Using Blender 2.
Alpha. Sets the transparency of the material by setting all pixels in the alpha channel to the given value. Fresnel. Sets the power of the Fresnel effect. The Fresnel effect controls how transparent the material is, depending on the angle between the surface normal and the viewing direction.
Navigate the viewport by holding the middle mouse button (scroll wheel) and moving the mouse. Holding ctrl will zoom and shift will pan. For camera object movement, press “N”, find the view section and check “lock camera to view”. Then press “number pad 0” to go into camera view, move as with viewport navigation.
Any of the following methods can be used for zooming instead of using the Scroll Wheel.
Click and hold the right mouse button. Move the view around using the mouse, the WASD keys to move left/right/forward/backward, and the Q and E keys to move up and down. Hold down Shift to move faster.
Holding down right click, and maneuvering with "W,A,S,D" on the mouse, scroll up on the middle mouse wheel. This will adjust the camera moving speeds.