On
- 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.