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  VRay Home  ::  VRay Documentation Home  ::  VRay Renderer Parameters  ::  VRayLight Examples

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General

This section describes the parameters that control the VRayLight light source.

Parameters

VRay Documentation - VRay Light ParametersOn - turns 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 3dsmax. The light is coming from a hemispherical dome above the z-axis of the light.

Intensity 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.

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.

Multiplier - multiplier for the light color.

Half-length - the half-lenght of the light source, measured in working units. (if Sphere light source is selected this value corresponds to the sphere's radius).

Half-width - the half-width of the light source, measured in working 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.

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 spherical 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.

Store with irradiance map - when this option is on and GI calculation is set to Irradiance map VRay 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. You can think of this option as controlling the visibility of the light with respect to reflections.

Subdivs - this value controls the number of samples VRay 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 rQMC 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.

Use texture - when the Dome light type is used, this tells the light to use a texture for the (hemi)spherical light surface.

Texture - specifies an environment texture for the Dome light.

Resolution - specifies the resolution at which the texture is resampled for importance sampling.

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.

  

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