03.02 Creating the first points of light
What we are going to do now is add the first points of Light through the creation of rectangular lights (Plane Lights). From the VRay lighting icon bar, click Rectangular light.

Place it in the background window and scale it with the SketchUp scale tool to adapt it to the dimensions of the hole.

Copy this light and place it outside the sliding door in the room, as seen in the image below.

This last point of light will send illumination through the crystal, while the first will change it a little later to achieve channeling the sunlight through it. Now let's see what we have in the scene with this coniguration.
Click on the SketchUp RenderView_00 tab and start the render in real time.

We have a large rectangle of light in the scene that is not very similar to reality.

To adjust it we are going to open the Asset Editor and in the Lighting tab we look for the point of light that it has just created.

Change the color to one that is a bit more like reality and check how the render is updated.


In the drop-down menu of Options for the rectangular light spot, select Portal Light.

The render will now be updated to achieve a much closer lighting to reality.

There are two types of Portal Lights, the normal portal light that we are using here and the single portal light . The simple type ignores all the objects behind it, creating a hole to let in the surrounding light, while the normal Portal Light analyzes all the objects behind it, including solid objects and those with transparent materials. If you compare the light rendering of the simple portal with the light of the normal Portal, you can easily see how the curtains are being affected by the light that enters the room and a little less illuminated in general. The simple Portal is faster but the normal Portal is more accurate.
Scene with normal Portal Light.

Scene with light of simple Portal.

Let's stay on this occasion with the light of Portal simple ( Simple portal light ).
Now that we have a lighting base, we will deactivate the "Material Override" .

We can see in the render in real time how the scene is already seen with the materials applied to each object.
