![renderman tutorial lighting renderman tutorial lighting](https://i.pinimg.com/originals/74/09/c8/7409c80ec9a8446891ab835b069c772e.jpg)
So this is a full three-dimensional sphere, and it's going to give off light in all different directions and we have a cylinder that's interesting and then a distant light. So now, instead of rectangle, that's kind of a 2D spherical disk sphere. Disk, let's just click on it and see what happens in the viewport. As expected, it's a rectangle, but if you bring that up, there's a lot of different ones in here. So we've always used rectangular area lights. I'm going to go back to our area light and I wanted to point out that shape. So I'm going to just get rid of this browser. Now when we do our next render, we're going to stop that IPR, let's switch around the different types of area light that we can do. What do you think that's going to do with the lighting? We'll take a look. And if we go into LMGlass and set on thin, let's take that roughness up to about. And why don't we make it a little bit more interesting with the lighting and instead of having this glass very see-through, let's give it a little frosted look? So I'm going to go under hypershade window browser and bring up our LMGlass and then do select objects with material just to remind ourselves that it's got it on the glass of the lantern, as well as the window there. So that's just a quick rough render of our nice blue area light. And we've also put glass on that window there. And I've added it around the light and the bars here. We've also added some metals to the scene, so I just added an LMMetal to that piping here just so we can see a nice reflection. So now we can see just roughly what we're getting here. I'm going to do an IPR render, and here we have our path trace integrator and we've left those glass at thin. So before jumping in, let's just take a quick render. Now in this case, we probably won't see it because it's facing away from us, but we'll look at a few different types of area lights and we'll see those in the primary visibility of the render. That means we can actually see our area light in the render. I haven't touched anything else, and I've also unchecked normalize and we talked about that, so it has a more realistic energy response when we make it bigger or smaller.
![renderman tutorial lighting renderman tutorial lighting](https://sdm.scad.edu/faculty/mkesson/vsfx319/wip/best/best_winter2005/vsfx319.2/christopher_stone/maya_lighting_animation/light.jpg)
And if we select that, I've just made that color a little bit of a desaturated blue. So what I've done in this scene is you can see right here in the middle, I've got a nice area light placed sort of right in front of the camera, kind of pointing at that house. And let's take a look at a little bit more details of area lights.
![renderman tutorial lighting renderman tutorial lighting](https://sdm.scad.edu/faculty/mkesson/vsfx319/wip/best/best_spring2005/vsfx319.1/logan_gloor/maya_lighting_animation/lighting_1.jpg)
Let's jump back into our old house scene, where we developed that emissive area light and the glass shading, that was really cool.