Color - this is the self-illumination
color of the material.
Multiplier - this is the multiplier for
the Color. Note that this does not affect the
texture map, if specified.
Texture - a texture map to use for the
self-illumination color.
Opacity - a texture to use as opacity for
the material. Note that making the material less opaque does not affect the
intensity of the self-illumination color. This is so that you can create
perfectly transparent materials that nevertheless still emit light.
Emit light on back side - checking this
option makes the object emit light from its back side as well. If this is
off, the material is rendered as black on the back sides.
Direct illumination
The controls in this section allow you to turn the objects which have
this VRayLightMtl material applied into actual
direct mesh light sources. The effect is equivalent to creating a
VRayLight in
Mesh mode for the same object. The controls in this section are
intentionally simple; if you need more control over the light source
(exclude objects from illumination etc), it is better to use a
VRayLight instead.
There are currently some restrictions on using these options. For more
details, please see the Notes section below.
On - when enabled, turns any objects with
the same material into mesh light sources. Note that this currently does not
work if the material is inside a Multi/Sub-object
material.
Subdivs - controls the number of samples
used for direct sampling of the mesh light. Lower values may be faster to
calculate, but may introduce noise in the image. Higher values reduce the
noise, but increase render times.