Self-illuminated materials are another way to impact the lighting of a scene. A designer can use them for custom lighting fixtures, TV screens, fireplaces, and more. Use self-illuminated materials in combination with Enscape lights to give the appearance of the light being on during the day. To make a material self-illuminated, open the Enscape Material Editor.

I have been rendering my model during the build without any issues. I add lighting as the last step. Enscape crashes immediately after placing a light. This is a large but not huge file. When I create a new file, a small, simple box, it all works fine. New Nvidia RTX 3080 TI. Any thoughts?


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Thank you soooo much! So the trick is here if I want it brighter or less bright I would play with the rectangle lights right? I never really used rectangle lights didnt think I would need them but I get its cruicial for light right?

I'm having issues with the sun bleeding through the corners of my models, particularly where it is just simple planes meeting (no thickness to walls/ceilings/floors). Example attached of a simple rectangle box with a standard color material painted on all surfaces. If I add wall/ceiling thickness the light bleed stops.

Essentially, in your case you will want to make the walls thicker - that should then get rid of the light bleeding. Additionally you could also dial down the Sun brightness in the atmosphere tab of our Visual Settings.

(lights) versions should match each other. (no lights) should match each other as well. They don't. Clearly, light bleed in daytime is causing some problems illuminating incorrectly. I've also attached two without lights where you can clearly see the light bleed impacts on global illumination.

Hmm- I agree for a studio scene that simply making it night time is a workaround. But that's not going to work for my typical models, as they are large building with windows and exterior elements, etc, that require light coming through the windows. The issue still stands, either way, that sunlight is ignoring geometry to some extent. And it's causing some confusion when trying to accurately model artificial light/materials.

Easiest way around this is just give all walls a proper thickness (push/pull geometry as needed and the problem goes away), but if you don't want to do that and want simple planes for walls then for internal scenes you can just enclose the entire model in a large box. If you need to have daylight coming in through windows etc then cut openings in your box. You're essentially just giving the walls the thickness they need to stop light bleed at the corners in a less tidy fashion.

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Lighting is crucial to creating not only realistic scenes, but also to leaving a lasting impression and conveying a certain feeling. All lights are not equal, and it is not surprising that many users are in the dark about which light best suits their needs. This post will demonstrate best practices for SketchUp lighting configuration, providing an overview of the light sources and lighting options available via the Enscape Objects window in SketchUp: spot light, sphere light, rectangular light, disk light and linear light.

Once you successfully add a light to your project, you will be able to fine-tune various settings for the individual lights and light rendering in this window. In addition to lights, this window also allows you to add sound sources and proxies to your model.

A spot light is fairly self-explanatory; it functions similarly to a spot light in real life and provides a very direct source of light. A spot light is a cone of light which emits light from a single point in one direction (Image 1). By changing how wide the cone angle is, you can control how much of your scene is actually illuminated. The width of the cone can also determine whether the light is hard or soft.

Practical uses for spot lights include store displays, desk lamps, street lights or stage lighting. They can also be used in a scene to create dramatic lighting effects, as they are useful for creating an obvious falloff from light to dark.

A spot light can be placed with four clicks: two to determine the endpoint and two to determine the direction of the light cone. Click once to place the endpoint of your light. You can then decide whether to slide the light along a certain axis. Do so and click again to affix the light source. On the third click, you will have the opportunity to determine the point you want to illuminate. Adjust to the desired point and click one last time.

TIP: It is important not to place any of your light sources directly on the surface of your geometry, but just before it. If you set it directly on the surface, the light could become obscured by the geometry. This is why the 2-Click System is so efficient. In two clicks you can define the endpoint and ensure the light source is in front of the geometry, and in another two, set the angle and range. You can also use the Left, Up and Right arrow keys between the first and second clicks to set a specific axis direction.

You will see the light represented as geometry in SketchUp (Image 2). As soon as you have placed the spot light, you will be able to edit two settings in the Enscape Objects window: Luminous Intensity and Beam Angle. The Luminous Intensity slider allows you to adjust the brightness and maximal range of the light, measured in candelas. The Beam Angle slider controls the width of the beam, in degrees. If you have an IES profile you would like to use, you can load it via the Enscape Objects window by clicking Load IES profile.

TIP: A great tip for all light sources is that you can copy and paste them, adding efficiency to your workflow. For instance, continuing the example from above, one spot light does not light up the scene effectively, and there is geometry existing for four lamps across the front edge of the roof. Instead of placing each spot light individually, just select the light you have already placed and copy it, using CTRL-C or the Copy option in the Edit menu. Paste the copy in using CTRL-V or the Paste option in the Edit menu.

Copying ensures that lights that should look the same have identical settings, without any extra effort (Image 4). You can also group your light geometry together with the components or fixtures they are placed in. This way, you can quickly place lamps that already contain a light source. Just select the elements while holding the Shift key, then right click on one of them and select Make Group.

Click Sphere in the Enscape Objects window. Click once to place the endpoint of your light, then click again to place the light (Image 7). You will now see the light source geometry in the lamp (Image 8).

When you have placed the geometry, you will again be able to edit the luminous intensity, to avoid being blinded by the light. With the sphere light you also have the option of adjusting the Light Source Radius slider. This controls the size of the source in meters, though this is only visible in reflections.

TIP: Lights are always on in Enscape, however, during the day it may appear as if some of them have turned off. This is actually not the case; the intensity of the sunlight simply crushes all other emitting lights. A solution for this is to greatly turn up the luminous intensity of the sources you want to be able to see during the daytime.

Now that the sphere light has been placed, the lamp will appear to be on at night in Enscape, as you can see above (Image 6). The sphere light effectively mimics how this type of lamp would light a room in reality.

Next up are two similar lights: the rectangular and disk lights. These are area lights; this means that they do not emit light from one, infinitely small point in space, like the spot or point light. Instead, they emit light across their surfaces uniformly, resulting quite literally in an entire area of light. Because an area light emits from across its entire surface, it tends to produce light that is softer and more subtle than other lights. It produces a diffuse light with softer, less dramatic shadows (Image 9).

Because of this, an area light has ample uses. Perhaps the most tangible use case example of an area light is to create a fluorescent light fixture, like the ones you find in any office building. Similar practical applications include light banks, backlit panels, and fluorescent tube lights, but they can also be used for more atmospheric lighting, for instance, light shining in through a window.

You can place the rectangular light using the same 2-Click system described above for spot lights. The beam, however, looks different from a spot light. Check it out below. As you can see below, both ends of the beam are rectangular, and the face from which the light emits covers a much bigger area than a spot light, which ends in a single point (Image 10).



Placing the rectangular light allows you to adjust three settings in the Enscape Objects window (Image 11). The first is Luminous Power, which controls the brightness and range of the light; it is measured in lumens. Additionally, you can define the Length and the Width of the light source in meters via the Objects window. The maximum size for a rectangular light is 3 meters by 3 meters.

TIP: After a light source has been placed, you can always return to editing it by simply double clicking on the geometry. When you do this, the light beam will be visible, as will various aids to help you adjust the size and direction of the beam. To exit this editing mode, simply press the ESC key. If you are in the middle of editing the position or size and realize you have made a mistake, the ESC key will cancel the edit and return the light source to its previous setting. You can also use the Undo and Redo functions in SketchUp, and any changes you make are immediately transferred to Enscape.

Clicking the middle red square (2) will allow you to move the face of the light source around, if you decide it should be placed a little differently. You can also move any of the lights by selecting it and clicking Move Light in the Enscape Objects window. You can adjust the angle of the beam by clicking the square at the end of it (3). Clicking the magenta square (4) will allow you to rotate the face of the light source. be457b7860

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