First, we will set up all of the required light sources in LuxRender. Because LuxRender works with the physical behavior of light, we can't use the default light sources of Blender 3D. These lights are mostly based on single points that emit light energy, which doesn't occur in the real world. For LuxRender, we have to use objects that emit light energy based on the material assigned in LuxBlend.
Just like we saw in the LuxBlend materials settings in the last chapter, we have a material type called Light. Every time an object has a light material type assigned, it will work as a light source.
When we choose the light material, a parameter will be available to set up how the light will behave:
Temperature: With this option, we can choose the light temperature, which will determine the color of the light as well. In LuxBlend, we have a scale of colors to aid in the selection of the best temperature. All temperatures are in the Kelvin scale. For instance...