How do I create a glowing/light-fixture Iray shader

I created a sort of 2001: A Spece Odyssey style underlit floor for a scene, basically something like the ones shown here.  Its an actual, 3D prop oringially made with prims in OpenSim and then converted to DAE (collada).  Anyway, my problem is, it looks fantastic in the scene, but the scene takes 2 hours to render with that floor in it, but if I change it to a flat plane with an emmissive glow, the scene renders in a couple minutes,

I WANT to replace the floor with something that looks identical to what I have, but that is simply a plane-prim with custom shader applied that consists of an image of my special-built floor as seen from above.  I tried moddifying one of the Creative Emissive Lighting for Iray shaders, probably KE White Neutral Iray tho I don't remember for sure, by inserting my made texture into the Base Color, and the floor pattern showed up in Viewport, but didn't show up in the scene when I started a render.  Obviously I'm doing this wrong.

Is there a fairly simple, straightforward guide to making an emissive Iray texture of the sort I want?  Ideally, I want something that has a sort of grid-pattern where the lines of the grid are dim, but the square areas visually are functioning as a light-fixture, projecting light UP into the rest of the scene, illuminating everything above it.  I'm guessing its just a matter of inserting similar images into various other parts of the made shader, I'm just not sure what "tab" goes in what "slot," and how I'd go about rejiggering the seen-from-straight-above-the-floor image I made into the other sorts of texture needed for each respective "slot."

Comments

  • FishtalesFishtales Posts: 6,162

    Try putting the Diffuse image in the Emissive map too and then set the Lumen either up or down until the texture shows the away you want it. You might then have to adjust the Tone Mapping for the image and then adjust the Lumen again until everything looks right.

  • KitsumoKitsumo Posts: 1,216

    +1 to what Fishtales said. A setup like this should actually render faster than a normal scene because you've replaced most of the floor with a giant light. The 2001 set is a really cool idea, I'm kind of mad that I didn't think of it. I hope you'll show us some renders once you get it worked out.

  • nomad-ads_8ecd56922enomad-ads_8ecd56922e Posts: 1,960
    edited November 2018

    Hmmmm.... maybe, but the story I'm doing with the set I put that floor in is profoundly NSFW.

    That said, I'm not actually trying to recreate the room in that linked article, I just borrowed the underlit-floor idea because I have an existing set I've been kitbashing, and I needed to inject a bit of a visual hint that this story is in The Future by replacing the floor with something like THAT.

     

    Post edited by nomad-ads_8ecd56922e on
  • KitsumoKitsumo Posts: 1,216

    Hmmmm.... maybe, but the story I'm doing with the set I put that floor in is profoundly NSFW.

    Lol. I understand completely. Well, good luck.

  • Well, I think I got it sorted.  I got the render time down to 35 minutes.

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