On - turns the VRayLight
on and off
Exclude - allows one to exclude objects from
being illuminated or from shadow-casting for the light.
Type - specifies the shape of the light:
Plane - the VRayLight has the shape of a
planar rectangle.
Sphere - the VRayLight has the shape of a
sphere.
Dome - the VRayLight acts like the
SkyLight object in 3ds Max. The light is coming from a (hemi)spherical
dome above the z-axis of the light.
Mesh - allows the usage of any triangle mesh
as the shape of the light. If the light is close to other surfaces in
the scene, it is best to use this mode with GI enabled. This will allow
V-Ray to use combined direct and GI sampling of the mesh light for best
results. Without GI, the light may produce noisy results for surfaces
that are very close to it. Currently there are some restrictions when
using mesh lights; refer to the Notes section
below.
Units - allows choosing the light units.
Using correct units is essential when you work with the
VRayPhysicalCamera. The light will
automatically take the scene units scale into consideration to produce the
correct result for the scale you are working with. The possible values are:
Default (image) - the color and multiplier
directly determine the visible color of the light without any
conversion. The light surface will appear with the given color in the
final image when seen directly by the camera (assuming there is no color
mapping involved).
Lumious power (lm) - total emitted visible
light power measured in lumens. When this setting is used, the intensity
of the light will not depend on its size. A typical 100W electric bulb
emits about 1500 lumens of light.
Luminance (lm/m^2/sr) - visible light
surface power measured in lumens per square meter per steradian. When
this setting is used, the intensity of the light depends on its size.
Radiant power (W) - total emitted visible
light power measured in watts. When using this setting, the intensity of
the light does not depend on its size. Keep in mind that this is not the
same as the electric power consumed by a light bulb for example. A
typical 100W light bulb only emits between 2 and 3 watts as visible
light.
Radiance (W/m²/sr) - visible light surface
power measured in watts per square meter per steradian. When this
setting is used, the intensity of the light depends on its size.
Color - the color of the light. When using
photometric units, this color is normalized so that only the color hue is
used, whereas the light intensity is determined by the light
Multiplier.
Multiplier - multiplier for the light
color; this is also the light intensity in the units chosen by the
Intensity units parameter.
Half-length - the half-length of the light
source, measured in scene units. If Sphere light
source is selected this value corresponds to the sphere's radius. This
parameter is ignored for Dome lights.
Half-width - the half-width of the light
source, measured in scene units. This field has no effect when
Sphere or Dome light source
is selected.
W size - currently this parameter does
nothing. It's reserved if (one day) the VRayLight
supports box-shaped light sources.
Cast shadows - when on
(the default), the light casts shadows. Turn this option
off to disable shadow casting for the light.
Double-sided - when the light is a planar
light source this option controls whether light is beamed from both sides of
the plane. This field has no effect for Sphere or
Dome light sources.
Invisible - this setting controls whether
the shape of the VRayLight source is visible in the render result. When this
option is turned off the source is rendered in the current light color.
Otherwise it is not visible in the scene. Note that this option only affects
the visibility of the light when seen directly by the camera or through
refractions. The visibility of the light with respect to reflections is
controlled by the Affect specular option.
Ignore light normals - normally, the
surface of the source emits light equally in all directions. When this
option is off, more light is emitted in the
direction of the source surface normal.
No decay - normally the light intensity is
inversely proportional to the square of the distance from the light
(surfaces that are farther from the light are darker than surfaces which are
closer to the light). When this option is on the intensity will not decay
with distance.
Skylight portal - when this option is on,
the Color and
Multiplier parameters are ignored; instead the light will take its
intensity from the environment behind it.
Simple portal - this option is only
enabled if the Skylight portal option is
on. It tells the VRayLight
that there is nothing of interest behind the light itself, and so the
environment color can be used directly. Normally, the portal light takes its
color from whatever objects are behind it. In order to do this, the light
traces additional rays, which may slow down the rendering. Turning this
option on makes the rendering of portal lights
faster.
Store with irradiance map - when this
option is on and GI calculation is set to Irradiance map
V-Ray will calculate the effects of the VRayLight
and store them in the irradiance map. The result is that the irradiance map
is computed more slowly but the rendering takes less time. You can also save
the irradiance map and reuse it later.
Affect diffuse - this determines whether
the light is affecting the diffuse properties of the materials.
Affect specular - this determines whether
the light is affecting the specular of the materials.
Affect reflections - this determines
whether the light will appear in reflections of materials.
Subdivs - this value controls the number
of samples V-Ray takes to compute lighting. Lower values mean more noisy
results, but will render faster. Higher values produce smoother results but
take more time. Note that the actual number of samples also depends on the
DMC Sampler settings.
Shadow bias - bias moves the shadow toward
or away from the shadow-casting object (or objects). If the Bias value is
too low, shadows can "leak" through places they shouldn't, produce moire
patterns or making out-of-place dark areas on meshes. If Bias is too high,
shadows can "detach" from an object. If the Bias value is too extreme in
either direction, shadows might not be rendered at all.
Cutoff - this parameter specifies a
threshold for the light intensity, below which the light will not be
computed. This can be useful in scenes with many lights, where you want to
limit the effect of the lights to some distance around them. Larger values
cut away more from the light; lower values make the light range larger. If
you specify 0.0, the light will be calculated for
all surfaces.
Use texture - when the
Rectangle, Dome or
Mesh light type is used, this tells the light to use a texture for
the light surface. If there are surfaces which are close to a texture-mapped
light, it is best to have GI enabled. This allows V-Ray to use combined
direct and indirect sampling for the light, reducing the noise for surfaces
close to the light.
Texture - specifies the texture to use.
The texture intensity is also affected by the
Multiplier of the light.
Resolution - specifies the resolution at
which the texture is resampled for importance sampling.
Adaptiveness - controls the amount to
which light sampling is tuned to the texture brightness. If
0.0, no adaptation based on texture intensity is
performed. When set to 1.0 (the default), the
maximum amount of adaptation is used. Changing this parameter may be
required if there are very bright portions of the map, which are however
obscured for the particular scene. This will prevent the light from
concentrating a lot of samples in this area and shooting too few samples in
other parts of the texture. This parameter is ignored when the light type is
Mesh as in that case sampling is not dictated by
texture brightness.
Spherical (full dome) - when
on, this option causes the dome light to cover
the entire sphere around the scene. When off (the
default), the light covers a hemisphere only.
Target radius - for the Dome light,
defines a sphere around the light icon where photons are being shot when
photon-mapped caustics or the global photon map are used.
Emit radius - for the
Dome light, defines a sphere around the light icon from which photons
are being shot towards the target radius area.
Pick
mesh - click on the button to select any triangle mesh object from
the scene as the shape of the light. If no mesh is specified, the light will
assume a box shape.
Flip normals - if this is
on, the normals of the mesh source will be
inverted thus producing light on the opposite side.
Replace mesh with light - if this option is
checked when you pick the mesh it will be removed and the V-Ray mesh light
will be created in its place.
Extract mesh as node - use this button to
restore when you have created a mesh light replacing the actual geometry
with the light you can get the original geometry back by clicking on this
button