©Anton Podvalny

Table of Contents


Required Elements


This is a diagram of the most simple possible scene that will render an object. These are the plugins and parameters you will need to create and connect:



  • You need a camera to shot rays through. Every scene should have a RenderView plugin.
  • You need a light source or everything will be black. We used one type of light plugin here, but it can be any other type of light.
  • You usually have at least one geometric object in the frame. This is the Node plugin with the attached GeomStaticMesh.
  • The object won't be rendered unless a material is applied to it. Here we used MtlSingleBRDF, but there are many more material and BRDF types.


Code


Here's the complete code which constructs the minimal scene in different languages. It uses LightRectangle to get more directional lighting than the dome light would provide:


# Compatibility with Python 2.7.
from __future__ import print_function

# The directory containing the vray shared object should be present in the PYTHONPATH environment variable.
# Try to import the vray module from VRAY_SDK/python, if it is not in PYTHONPATH
import sys, os
VRAY_SDK = os.environ.get('VRAY_SDK')
if VRAY_SDK:
    sys.path.append(os.path.join(VRAY_SDK, 'python'))
import vray

# When VRAY_SDK is set, the App SDK binding will search for the VRaySDKLibrary binary and its dependencies inside VRAY_SDK/bin. 
# If the directory structure of a product that uses App SDK doesn't include the binaries inside a /bin folder, VRAY_App SDK_BIN can be used instead of VRAY_SDK.
# In that case, the App SDK binding will try to load the binaries directly from the folder that VRAY_APPSDK_BIN points at.
# If no environment variables are set, the search path could be passed as the parameter of the function vray.setSDKLibraryPath(path)  
with vray.VRayRenderer() as renderer:
  
    # Create a new static geometry
    mesh = renderer.classes.GeomStaticMesh()
    # Assign a box geometry
    mesh.vertices=vray.VectorList(
        vray.Vector(-26.7598, -30.5826, 0.0),
        vray.Vector(26.7598, -30.5826, 0.0),
        vray.Vector(-26.7598, 30.5826, 0.0),
        vray.Vector(26.7598, 30.5826, 0.0),
        vray.Vector(-26.7598, -30.5826, 125.389),
        vray.Vector(26.7598, -30.5826, 125.389),
        vray.Vector(-26.7598, 30.5826, 125.389),
        vray.Vector(26.7598, 30.5826, 125.389)
    )
    mesh.faces=vray.IntList(
        0, 2, 3,
        3, 1, 0,
        4, 5, 7,
        7, 6, 4,
        0, 1, 5,
        5, 4, 0,
        1, 3, 7,
        7, 5, 1,
        3, 2, 6,
        6, 7, 3,
        2, 0, 4,
        4, 6, 2
    )
    mesh.normals=vray.VectorList(
        vray.Vector(0.0, 0.0, -1.0), vray.Vector(0.0, 0.0, -1.0), vray.Vector(0.0, 0.0, -1.0),
        vray.Vector(0.0, 0.0, -1.0), vray.Vector(0.0, 0.0, -1.0), vray.Vector(0.0, 0.0, -1.0),
        vray.Vector(0.0, 0.0, 1.0), vray.Vector(0.0, 0.0, 1.0), vray.Vector(0.0, 0.0, 1.0),
        vray.Vector(0.0, 0.0, 1.0), vray.Vector(0.0, 0.0, 1.0), vray.Vector(0.0, 0.0, 1.0),
        vray.Vector(0.0, -1.0, 0.0), vray.Vector(0.0, -1.0, 0.0), vray.Vector(0.0, -1.0, 0.0),
        vray.Vector(0.0, -1.0, 0.0), vray.Vector(0.0, -1.0, 0.0), vray.Vector(0.0, -1.0, 0.0),
        vray.Vector(1.0, 0.0, 0.0), vray.Vector(1.0, 0.0, 0.0), vray.Vector(1.0, 0.0, 0.0),
        vray.Vector(1.0, 0.0, 0.0), vray.Vector(1.0, 0.0, 0.0), vray.Vector(1.0, 0.0, 0.0),
        vray.Vector(0.0, 1.0, 0.0), vray.Vector(0.0, 1.0, 0.0), vray.Vector(0.0, 1.0, 0.0),
        vray.Vector(0.0, 1.0, 0.0), vray.Vector(0.0, 1.0, 0.0), vray.Vector(0.0, 1.0, 0.0),
        vray.Vector(-1.0, 0.0, 0.0), vray.Vector(-1.0, 0.0, 0.0), vray.Vector(-1.0, 0.0, 0.0),
        vray.Vector(-1.0, 0.0, 0.0), vray.Vector(-1.0, 0.0, 0.0), vray.Vector(-1.0, 0.0, 0.0)
    )
    mesh.faceNormals=vray.IntList(
        0, 1, 2,
        3, 4, 5,
        6, 7, 8,
        9, 10, 11,
        12, 13, 14,
        15, 16, 17,
        18, 19, 20,
        21, 22, 23,
        24, 25, 26,
        27, 28, 29,
        30, 31, 32,
        33, 34, 35
    )
  
    # Create a BRDF with diffuse color
    newBRDF = renderer.classes.BRDFDiffuse()
    # We specify solid green color
    newBRDF.color = vray.Color(0.0, 1.0, 0.0)
  
    # Create a new material with single BRDF
    newMaterial = renderer.classes.MtlSingleBRDF()
    # Assign the BRDF to the material
    newMaterial.brdf = newBRDF
  
    # Create a new node for the box
    newNode = renderer.classes.Node()
    newNode.material = newMaterial     # Assign the new material to the new node
    newNode.geometry = mesh            # Assign the mesh
    # We must specify transform in order to position the box in the world
    newNode.transform = vray.Transform(vray.Matrix(vray.Vector(1.0, 0.0, 0.0),
                            vray.Vector(0.0, 1.0, 0.0),
                            vray.Vector(0.0, 0.0, 1.0)), vray.Vector(-20.6777, 131.6402, 0))
  
    # Create the light
    light = renderer.classes.LightRectangle()
    # We must specify transform in order to position the light in the world
    light.transform = vray.Transform(vray.Matrix(vray.Vector(1.0, 0.0, 0.0),
                            vray.Vector(0.0, 1.0, 0.0),
                            vray.Vector(0.0, 0.0, 1.0)), vray.Vector(-20.6777, 131.6402, 150))
    # Set white color
    light.color = vray.AColor(1.0, 1.0, 1.0)
    # Increase the light's size (by default it's 1x1)
    light.u_size = 50
    light.v_size = 50
    # Increase the default intensity
    light.intensity = 100
  
    # Create the camera
    renderView = renderer.classes.RenderView()
    # Position the camera towards the box
    renderView.transform=vray.Transform(vray.Matrix(vray.Vector(0.92, 0.37, 0.0), vray.Vector(0.12, -0.3, 0.94), vray.Vector(0.35, -0.87, -0.32)), vray.Vector(59, -140, 44))
    # Set Field of view (horizontal) in radians
    renderView.fov=1.65806
  
    renderer.start()
    renderer.waitForRenderEnd(60000)

#define VRAY_RUNTIME_LOAD_PRIMARY

#include "vraysdk.hpp"
#include "vrayplugins.hpp"

using namespace VRay;
using namespace VRay::Plugins;

int main(int argc, char* argv[]) {

	// The first parameter is the VRaySDKLibrary DLL/SO/DYLIB name (full path optional). Here the default name is used.
	// When VRAY_SDK is set, the App SDK binding will search for the VRaySDKLibrary binary and its dependencies inside VRAY_SDK/bin. 
	// If the directory structure of a product that uses App SDK doesn't include the binaries inside a /bin folder, VRAY_APPSDK_BIN can be used instead of VRAY_SDK.
	// In that case, the App SDK binding will try to load the binaries directly from the folder that VRAY_APPSDK_BIN points at.
	// If no environment variables are set, the full path containing the VRaySDKLibrary filename could be passed as the first parameter.
	// The second parameter is enable or disable the V-Ray Frame Buffer (VFB)
	VRayInit init(NULL, true);

	// Create an instance of VRayRenderer with default options
	VRayRenderer renderer;

	// Create a new static geometry
	GeomStaticMesh mesh = renderer.newPlugin<GeomStaticMesh>();
	// Assign a box geometry
	Vector vertices[] = {
		Vector(-26.7598, -30.5826, 0.0),
		Vector(26.7598, -30.5826, 0.0),
		Vector(-26.7598, 30.5826, 0.0),
		Vector(26.7598, 30.5826, 0.0),
		Vector(-26.7598, -30.5826, 125.389),
		Vector(26.7598, -30.5826, 125.389),
		Vector(-26.7598, 30.5826, 125.389),
		Vector(26.7598, 30.5826, 125.389)
	};
	mesh.set_vertices(VectorList(vertices, vertices + 8));
	int faces[] = {
		0, 2, 3,
		3, 1, 0,
		4, 5, 7,
		7, 6, 4,
		0, 1, 5,
		5, 4, 0,
		1, 3, 7,
		7, 5, 1,
		3, 2, 6,
		6, 7, 3,
		2, 0, 4,
		4, 6, 2
	};
	mesh.set_faces(IntList(faces, faces + 36));
	Vector normals[] = {
		Vector(0.0, 0.0, -1.0), Vector(0.0, 0.0, -1.0), Vector(0.0, 0.0, -1.0),
		Vector(0.0, 0.0, -1.0), Vector(0.0, 0.0, -1.0), Vector(0.0, 0.0, -1.0),
		Vector(0.0, 0.0, 1.0), Vector(0.0, 0.0, 1.0), Vector(0.0, 0.0, 1.0),
		Vector(0.0, 0.0, 1.0), Vector(0.0, 0.0, 1.0), Vector(0.0, 0.0, 1.0),
		Vector(0.0, -1.0, 0.0), Vector(0.0, -1.0, 0.0), Vector(0.0, -1.0, 0.0),
		Vector(0.0, -1.0, 0.0), Vector(0.0, -1.0, 0.0), Vector(0.0, -1.0, 0.0),
		Vector(1.0, 0.0, 0.0), Vector(1.0, 0.0, 0.0), Vector(1.0, 0.0, 0.0),
		Vector(1.0, 0.0, 0.0), Vector(1.0, 0.0, 0.0), Vector(1.0, 0.0, 0.0),
		Vector(0.0, 1.0, 0.0), Vector(0.0, 1.0, 0.0), Vector(0.0, 1.0, 0.0),
		Vector(0.0, 1.0, 0.0), Vector(0.0, 1.0, 0.0), Vector(0.0, 1.0, 0.0),
		Vector(-1.0, 0.0, 0.0), Vector(-1.0, 0.0, 0.0), Vector(-1.0, 0.0, 0.0),
		Vector(-1.0, 0.0, 0.0), Vector(-1.0, 0.0, 0.0), Vector(-1.0, 0.0, 0.0)
	};
	mesh.set_normals(VectorList(normals, normals + 36));
	int faceNormals[] = {
		0, 1, 2,
		3, 4, 5,
		6, 7, 8,
		9, 10, 11,
		12, 13, 14,
		15, 16, 17,
		18, 19, 20,
		21, 22, 23,
		24, 25, 26,
		27, 28, 29,
		30, 31, 32,
		33, 34, 35
	};
	mesh.set_faceNormals(IntList(faceNormals, faceNormals + 36));

	// Create a BRDF with diffuse color
	BRDFDiffuse newBRDF = renderer.newPlugin<BRDFDiffuse>();
	// We specify solid green color
	newBRDF.set_color(Color(0.0, 1.0, 0.0));

	// Create a new material with single BRDF
	MtlSingleBRDF newMaterial = renderer.newPlugin<MtlSingleBRDF>();
	// Assign the BRDF to the material
	newMaterial.set_brdf(newBRDF);

	// Create a new node for the box
	Node newNode = renderer.newPlugin<Node>();
	newNode.set_material(newMaterial);     // Assign the new material to the new node
	newNode.set_geometry(mesh);            // Assign the mesh
	// We must specify transform in order to position the box in the world
	newNode.set_transform(Transform(Matrix(Vector(1.0, 0.0, 0.0),
		Vector(0.0, 1.0, 0.0),
		Vector(0.0, 0.0, 1.0)), Vector(-20.6777, 131.6402, 0)));

	// Create the light
	LightRectangle light = renderer.newPlugin<LightRectangle>();
	// We must specify transform in order to position the light in the world
	light.set_transform(Transform(Matrix(Vector(1.0, 0.0, 0.0),
		Vector(0.0, 1.0, 0.0),
		Vector(0.0, 0.0, 1.0)), Vector(-20.6777, 131.6402, 150)));
	// Set white color
	light.set_color(AColor(1.0, 1.0, 1.0));
	// Increase the light's size (by default it's 1x1)
	light.set_u_size(50);
	light.set_v_size(50);
	// Increase the default intensity
	light.set_intensity(100);

	// Create the camera
	RenderView renderView = renderer.newPlugin<RenderView>();
	// Position the camera towards the box
	renderView.set_transform(Transform(Matrix(Vector(0.92, 0.37, 0.0),
		Vector(0.12, -0.3, 0.94),
		Vector(0.35, -0.87, -0.32)), Vector(59.0, -140, 44)));
	// Set Field of view(horizontal) in radians
	renderView.set_fov(1.65806f);

	// Start rendering
	renderer.startSync();

	// Wait until rendering has finished or 60000ms have elapsed
	renderer.waitForRenderEnd(60000);

	return 0;
}
using System;
using System.IO;
using VRay;
using VRay.Plugins;

namespace ConsoleApplication1
{
	class Program
	{
		// When VRAY_SDK is set, the App SDK binding will search for the VRaySDKLibrary binary and its dependencies inside VRAY_SDK/bin. 
		// If the directory structure of a product that uses App SDK doesn't include the binaries inside a /bin folder, VRAY_APPSDK_BIN can be used instead of VRAY_SDK.
		// In that case, the App SDK binding will try to load the binaries directly from the folder that VRAY_APPSDK_BIN points at.
		// If no environment variables are set, the search path could be passed as the parameter of the function Globals.SetSDKLibraryPath(path);
		static string SCENE_PATH = Path.Combine(Environment.GetEnvironmentVariable("VRAY_SDK"), "scenes");
		static void HandleStartEvent(object source, System.EventArgs e)
		{
			Console.WriteLine("The V-Ray render process has started!");
		}
		static void Main(string[] args)
		{
			try
			{
				using (VRayRenderer renderer = new VRayRenderer())
				{
					// Create a new static geometry
					GeomStaticMesh mesh = renderer.NewPlugin<GeomStaticMesh>();
					// Assign a box geometry
					Vector[] vertices = new Vector[] {
						new Vector(-26.7598, -30.5826, 0.0),
						new Vector(26.7598, -30.5826, 0.0),
						new Vector(-26.7598, 30.5826, 0.0),
						new Vector(26.7598, 30.5826, 0.0),
						new Vector(-26.7598, -30.5826, 125.389),
						new Vector(26.7598, -30.5826, 125.389),
						new Vector(-26.7598, 30.5826, 125.389),
						new Vector(26.7598, 30.5826, 125.389)
					};
					mesh.Vertices = vertices;

					int[] faces = new int[]{
						0, 2, 3,
						3, 1, 0,
						4, 5, 7,
						7, 6, 4,
						0, 1, 5,
						5, 4, 0,
						1, 3, 7,
						7, 5, 1,
						3, 2, 6,
						6, 7, 3,
						2, 0, 4,
						4, 6, 2
					};
					mesh.Faces = faces;

					Vector[] normals = new Vector[] {
						new Vector(0.0, 0.0, -1.0), new Vector(0.0, 0.0, -1.0), new Vector(0.0, 0.0, -1.0),
						new Vector(0.0, 0.0, -1.0), new Vector(0.0, 0.0, -1.0), new Vector(0.0, 0.0, -1.0),
						new Vector(0.0, 0.0, 1.0), new Vector(0.0, 0.0, 1.0), new Vector(0.0, 0.0, 1.0),
						new Vector(0.0, 0.0, 1.0), new Vector(0.0, 0.0, 1.0), new Vector(0.0, 0.0, 1.0),
						new Vector(0.0, -1.0, 0.0), new Vector(0.0, -1.0, 0.0), new Vector(0.0, -1.0, 0.0),
						new Vector(0.0, -1.0, 0.0), new Vector(0.0, -1.0, 0.0), new Vector(0.0, -1.0, 0.0),
						new Vector(1.0, 0.0, 0.0), new Vector(1.0, 0.0, 0.0), new Vector(1.0, 0.0, 0.0),
						new Vector(1.0, 0.0, 0.0), new Vector(1.0, 0.0, 0.0), new Vector(1.0, 0.0, 0.0),
						new Vector(0.0, 1.0, 0.0), new Vector(0.0, 1.0, 0.0), new Vector(0.0, 1.0, 0.0),
						new Vector(0.0, 1.0, 0.0), new Vector(0.0, 1.0, 0.0), new Vector(0.0, 1.0, 0.0),
						new Vector(-1.0, 0.0, 0.0), new Vector(-1.0, 0.0, 0.0), new Vector(-1.0, 0.0, 0.0),
						new Vector(-1.0, 0.0, 0.0), new Vector(-1.0, 0.0, 0.0), new Vector(-1.0, 0.0, 0.0)
					};
					mesh.Normals = normals;

					int[] faceNormals = new int[]{
						0, 1, 2,
						3, 4, 5,
						6, 7, 8,
						9, 10, 11,
						12, 13, 14,
						15, 16, 17,
						18, 19, 20,
						21, 22, 23,
						24, 25, 26,
						27, 28, 29,
						30, 31, 32,
						33, 34, 35
					};
					mesh.FaceNormals = faceNormals;

					// Create a BRDF with diffuse color
					BRDFDiffuse newBRDF = renderer.NewPlugin<BRDFDiffuse>();
					// We specify solid green color
					newBRDF.Color = new Color(0.0f, 1.0f, 0.0f);

					// Create a new material with single BRDF
					MtlSingleBRDF newMaterial = renderer.NewPlugin<MtlSingleBRDF>();
					// Assign the BRDF to the material
					newMaterial.Brdf = newBRDF;

					// Create a new node for the box
					Node newNode = renderer.NewPlugin<Node>();
					newNode.Material = newMaterial;     // Assign the new material to the new node
					newNode.Geometry = mesh;            // Assign the mesh
														// We must specify transform in order to position the box in the world
					newNode.Transform = new Transform(new Matrix(new Vector(1.0, 0.0, 0.0),
											new Vector(0.0, 1.0, 0.0),
											new Vector(0.0, 0.0, 1.0)), new Vector(-20.6777, 131.6402, 0));

					// Create the light
					LightRectangle light = renderer.NewPlugin<LightRectangle>();
					// We must specify transform in order to position the light in the world
					light.Transform = new Transform(new Matrix(new Vector(1.0, 0.0, 0.0),
											new Vector(0.0, 1.0, 0.0),
											new Vector(0.0, 0.0, 1.0)), new Vector(-20.6777, 131.6402, 150));
					// Set white color
					light.Color = new AColor(1.0f, 1.0f, 1.0f);
					// Increase the light's size (by default it's 1x1)
					light.USize = 50;
					light.VSize = 50;
					// Increase the default intensity
					light.Intensity = 100;

					// Create the camera
					RenderView renderView = renderer.NewPlugin<RenderView>();
					// Position the camera towards the box
					renderView.Transform = new Transform(new Matrix(new Vector(0.92, 0.37, 0.0),
												new Vector(0.12, -0.3, 0.94),
												new Vector(0.35, -0.87, -0.32)), new Vector(59, -140, 44));
					// Set Field of view (horizontal) in radians
					renderView.Fov = 1.65806f;
					renderer.Start();

					renderer.WaitForRenderEnd(60000);
				}
			}
			catch (Exception ex)
			{
				Console.WriteLine(ex.ToString());
			}
		}
	}
}
var path = require('path');
var vray = require(path.join(process.env.VRAY_SDK, 'node', 'vray'));
// When VRAY_SDK is set, the App SDK binding will search for the VRaySDKLibrary binary and its dependencies inside VRAY_SDK/bin. 
// If the directory structure of a product that uses App SDK doesn't include the binaries inside a /bin folder, VRAY_APPSDK_BIN can be used instead of VRAY_SDK.
// In that case, the App SDK binding will try to load the binaries directly from the folder that VRAY_APPSDK_BIN points at.
// If no environment variables are set, the search path could be passed as the parameter of the function vray.setSDKLibraryPath(path);
var renderer = vray.VRayRenderer();

// Create a new static geometry
var mesh = renderer.classes.GeomStaticMesh();
// Assign a box geometry
mesh.vertices = vray.VectorList(
	vray.Vector(-26.7598, -30.5826, 0.0),
	vray.Vector(26.7598, -30.5826, 0.0),
	vray.Vector(-26.7598, 30.5826, 0.0),
	vray.Vector(26.7598, 30.5826, 0.0),
	vray.Vector(-26.7598, -30.5826, 125.389),
	vray.Vector(26.7598, -30.5826, 125.389),
	vray.Vector(-26.7598, 30.5826, 125.389),
	vray.Vector(26.7598, 30.5826, 125.389)
);
mesh.faces = vray.IntList(
	0, 2, 3,
	3, 1, 0,
	4, 5, 7,
	7, 6, 4,
	0, 1, 5,
	5, 4, 0,
	1, 3, 7,
	7, 5, 1,
	3, 2, 6,
	6, 7, 3,
	2, 0, 4,
	4, 6, 2
);
mesh.normals = vray.VectorList(
	vray.Vector(0.0, 0.0, -1.0), vray.Vector(0.0, 0.0, -1.0), vray.Vector(0.0, 0.0, -1.0),
	vray.Vector(0.0, 0.0, -1.0), vray.Vector(0.0, 0.0, -1.0), vray.Vector(0.0, 0.0, -1.0),
	vray.Vector(0.0, 0.0, 1.0), vray.Vector(0.0, 0.0, 1.0), vray.Vector(0.0, 0.0, 1.0),
	vray.Vector(0.0, 0.0, 1.0), vray.Vector(0.0, 0.0, 1.0), vray.Vector(0.0, 0.0, 1.0),
	vray.Vector(0.0, -1.0, 0.0), vray.Vector(0.0, -1.0, 0.0), vray.Vector(0.0, -1.0, 0.0),
	vray.Vector(0.0, -1.0, 0.0), vray.Vector(0.0, -1.0, 0.0), vray.Vector(0.0, -1.0, 0.0),
	vray.Vector(1.0, 0.0, 0.0), vray.Vector(1.0, 0.0, 0.0), vray.Vector(1.0, 0.0, 0.0),
	vray.Vector(1.0, 0.0, 0.0), vray.Vector(1.0, 0.0, 0.0), vray.Vector(1.0, 0.0, 0.0),
	vray.Vector(0.0, 1.0, 0.0), vray.Vector(0.0, 1.0, 0.0), vray.Vector(0.0, 1.0, 0.0),
	vray.Vector(0.0, 1.0, 0.0), vray.Vector(0.0, 1.0, 0.0), vray.Vector(0.0, 1.0, 0.0),
	vray.Vector(-1.0, 0.0, 0.0), vray.Vector(-1.0, 0.0, 0.0), vray.Vector(-1.0, 0.0, 0.0),
	vray.Vector(-1.0, 0.0, 0.0), vray.Vector(-1.0, 0.0, 0.0), vray.Vector(-1.0, 0.0, 0.0)
);
mesh.faceNormals = vray.IntList(
	0, 1, 2,
	3, 4, 5,
	6, 7, 8,
	9, 10, 11,
	12, 13, 14,
	15, 16, 17,
	18, 19, 20,
	21, 22, 23,
	24, 25, 26,
	27, 28, 29,
	30, 31, 32,
	33, 34, 35
);

// Create a BRDF with diffuse color
var newBRDF = new renderer.classes.BRDFDiffuse();
// We specify solid green color
newBRDF.color = new vray.Color(0.0, 1.0, 0.0);

// Create a new material with single BRDF
var newMaterial = new renderer.classes.MtlSingleBRDF();
// Assign the BRDF to the material
newMaterial.brdf = newBRDF;

// Create a new node for the box
var newNode = renderer.classes.Node();
newNode.material = newMaterial;     // Assign the new material to the new node
newNode.geometry = mesh;            // Assign the mesh
// We must specify transform in order to position the box in the world
newNode.transform = vray.Transform(vray.Matrix(vray.Vector(1.0, 0.0, 0.0),
	vray.Vector(0.0, 1.0, 0.0),
	vray.Vector(0.0, 0.0, 1.0)), vray.Vector(-20.6777, 131.6402, 0));

// Create the light
var light = renderer.classes.LightRectangle();
// We must specify transform in order to position the light in the world
light.transform = vray.Transform(vray.Matrix(vray.Vector(1.0, 0.0, 0.0),
	vray.Vector(0.0, 1.0, 0.0),
	vray.Vector(0.0, 0.0, 1.0)), vray.Vector(-20.6777, 131.6402, 150));
// Set white color
light.color = new vray.AColor(1.0, 1.0, 1.0);
// Increase the light's size (by default it's 1x1)
light.u_size = 50;
light.v_size = 50;
// Increase the default intensity
light.intensity = 100;

// Create the camera
var renderView = renderer.classes.RenderView();
// Position the camera towards the box
renderView.transform = vray.Transform(vray.Matrix(vray.Vector(0.92, 0.37, 0.0),
	vray.Vector(0.12, -0.3, 0.94),
	vray.Vector(0.35, -0.87, -0.32)), vray.Vector(59, -140, 44));
// Set Field of view (horizontal) in radians
renderView.fov = 1.65806;

// Start rendering
renderer.start();

renderer.waitForRenderEnd(60000, function () {
	renderer.close();
});
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