Owlet lets you add light sources to the scene, but there is another way you can light up the scene - by defining emissive materials. Such materials emit light like the built-in light sources, but instead of the built-in ones, you can assign it to any shape, add masks and so on. This gives you much more options, compared to the standard lights.
We’ll start with an empty scene and add some spheres like below:
Now let’s create a “light” material and assign it to the central sphere:
The last step is to reduce the scene lighting by using the scene properties panel’s Intensity parameter:
Here we changed scene environment intensity from the default 100 to 15 to make the scene darker. Now let’s make our “light” material emissive. To do so click its “Layer” item in the material editor and check the Emissive layer option:
You may need to add a plane to the floor to see light and shadows there. As you may see, the central sphere became a light source and all the other shapes cast shadows like there is a light in the middle. Let’s assign a texture to the Color slot of the emissive block to make the light more interesting:
You can even load color textures to make the sphere emit light of different colors:
Best of all, you can add several emitting layers to a single material - each with its own emissive settings. Combine them with masks to create a very special emissive material to visually enhance the scene. Think about lamps, leds, indicators and other stuff like that you see in various devices. The next time you render a fancy new mobile phone think about adding some emission to its screen to make it more realistic.