Emissive materials

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:

A scene with some spheres in Owlet

Now let’s create a “light” material and assign it to the central sphere:

Assigning the 'light' material to the central sphere

The last step is to reduce the scene lighting by using the scene properties panel’s Intensity parameter:

Dimming the scene light with environment 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:

Making material emissive in Owlet

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:

Light source with a texture in Owlet

You can even load color textures to make the sphere emit light of different colors:

Using colored texture to emit colored light

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.