This page provides information about the Light Luminaire in V-Ray App SDK.
Overview
The V-Ray Light Luminaire object allows efficient rendering of entire light fixtures by loading their respective precomputed light fields from .vlw files. Such files are generated by Chaos and used in Chaos Cosmos light assets marked with a "luminaire" tag. The emitting surface of the luminaire is drawn in the viewport. This is either a box or a convex hull.
There is only initial support for V-Ray Luminaire in V-Ray GPU. Artifacts and errors may come up.
Parameters
enabled – turns the VRayLuminaire light on and off.
file – specifies the filename of the the wavelet-compressed cache (.vlw) file that holds the baked lighting. Grid (.vlg) and spherical harmonics (.vlsh) caches files are also supported.
color – specifies the mode in which the color of the light field is tinted:
Light fields generated for lights with non-pure white color naturally appear dimmer in the render when color with inverse hue is set with these parameters.
intensity – sets an intensity multiplier.
scale – allows the loaded asset to be scaled up or down.
affectDiffuse – when set to1, the light affects the diffuse properties of the materials.
affectSpecular – when set to 1, the light affects the specular part of the materials.
affectAtmospherics – when set to 1, the light influences the atmospheric effects in the scene.
diffuse_contribution – specifies a multiplier for the effect of the light on the diffuse.
specular_contribution – specifies a multiplier for the effect of the light on the specular.
atmospherics_contribution – Determines the amount of influence the light has on the atmospheric effects such as Environment Fog, Volume Grid, or Phoenix effects.
shadows – When set to 1, the light casts shadows. When set to 0, disables shadow casting for the light.
shadowBias – 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 make out-of-place dark areas on meshes. If the 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.
filtering – when set to 1, enables stochastic filtering of the light field to reduce aliasing.
filter_strength – specifies the strength of the stochastic filtering of the light field.
cutoffThreshold – specifies a threshold for the light intensity below which the light is not computed. This can be useful in scenes with many lights, where you want to limit the effect of the lights to some distance around them. Larger values cut away more from the light; lower values make the light range larger. If you set it to 0.0, the light is calculated for all surfaces. This parameter is not available when the renderer is set to GPU.
For the full list of parameters please refer to the LightLuminaire plugin description in API Reference Guides.