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:: VRay Renderer Parameters
:: VRayLightMtl Parameters
Example 1: Default Color and Multiplier values
Here is a scene rendered with the default VRayLightMtl. These examples
demonstrate how the material behaves in VRay, and how its parameters
influence the overlook of the final results.
The white plane is a default VRayLightMtl. The teapot is a
default VRayMtl with Reflection. Rest is just VRayMtl with diffuse
colors. ____________________We are going to render this
scene with Default Lights -
Off till the end
of the example and no lights will be used in it as well.

Default Lights -
Off.
Multiplier:
1.0
No GI, No lights ____________________
As you see the image is
absolutely dark except
the plane
(self-illuminated) and
the reflection on the teapot. Notice we have no GI and no lights
at all here, so the dark part of the scene is totaly expected and
reasonable.

Multiplier:
50.0
No GI, No lights ____________________Notice that nothing changed
in general, BUT the reflection on the teapot got stronger due to
higher multiplier. Rest is still black: because we still have the
GI off.
 Multiplier:
1.0
GI on ____________________As You see turning
GI on
almost didn't change the overlook. That is because of the
Multiplier value: 1.0.
It acts mainly as just self-illuminating the object that has the
VRayLightMtl.

Example 2: Higher Multipliers / 2-sided On and
Off
Multiplier:
5.0
GI on
2-sided off ____________________
Now You can notice that
increasing the Multiplier has
influenced visibly the scene (shadows also appears).
 Multiplier:
5.0
GI on
2-sided on ____________________
Scene starting to gather more
light because of the 2-sided -
on.

Multiplier:
10.0
GI on
2-sided off ____________________
As You see the back is still
dark, but You can already notice the blue wall receiving some
GI, due to higher
Multiplier. Shadow also appears more
defined.

Multiplier:
10.0
GI on
2-sided on ____________________
Scene starting to gather more
light because of the 2-sided -
on. But we also start to get some burnt
areas due to Linear
type of
Color mapping.

Multiplier:
30.0
GI on -
default
2-sided off
Exponential
____________________
So, increasing the
Multiplier affects the GI more (we
have more light). But You can also notice that our render is quite
splotchy.

Multiplier:
30.0
GI on -
default
2-sided on
Exponential ____________________
Scene starting to gather more
light because of the 2-sided -
on. Still splotchy
GI solution.

Multiplier:
30.0
GI on ;
2-sided off
IR: HSphS: 100
IR: Interp.S:
40 ____________________
Comparing this result to the
previous is much better. GI solution
is clearer and shadows are more precise. Of course this leads to
higher render time.

Multiplier:
30.0
GI on ;
2-sided on
IR: HSphS: 100
IR: Interp.S:
40 ____________________
Comparing this result to the
previous is much better. GI solution
is clearer and shadows are more precise. Of course this leads to
higher render time.

Example 3: Texmap
This example shows using the Texmap slot
and how the map determines the Color
parameter.
Multiplier:
3.0
GI on ;
2-sided on
IR: HSphS: 100
IR: Interp.S:
40
Exponential
____________________
Using a Bitmap in the Texmap Slot.
Multiplier is quite low, so almost
the plane and the reflection on the teapot are visiable.

Multiplier:
30.0
GI on ;
2-sided on
IR: HSphS: 100
IR: Interp.S:
40
Exponential
____________________
Increasing the Multiplier leads to
much lighter overlook of the scene. Notice now the Bitmap is getting
closer to white color look, due to multiplying the (R,G,B) values of
the Bitmap.

Multiplier:
3.0
GI on ;
2-sided on
IR: HSphS: 100
IR: Interp.S:
40
Exponential
____________________
Here is another Bitmap assigned to
the Texmap Slot.
Notice that we haven't changed the VRayMtls for the surrounding
walls, but the scene looks different from the previous one due to
the new Bitmap.

Multiplier:
30.0
GI on ;
2-sided on
IR: HSphS: 100
IR: Interp.S:
40
Exponential
____________________
Increasing the Multiplier leads to
much lighter overlook of the scene. Notice now the Bitmap is getting
closer to white color look, due to multiplying the (R,G,B) values of
the Bitmap.

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