This page provides information on the BRDFLight material node.
Overview
The BRDFLight material is a special material provided with the V-Ray renderer. This material is generally used for producing self-illuminated surfaces. This material's light emission can be used as indirect as well as direct illumination in the scene.
This allows for light sources of any shape, and may even be assigned at the object level and at the face level for self-illuminating only portions of a mesh.
Parameters
Light Color – Controls the color of the light material.
Color Multiplier – A multiplier for the Light Color. For more information, see the Default Color and Multiplier Values example and the Textures example below.
Transparency – A texture to use as transparency for the material. Note that making the material more transparent does not affect the intensity of the self-illumination color. This is so that you can create perfectly transparent materials that still emit light.
Double-Sided – When enabled, the material is double-sided.
Emit On Back Side – When enabled, makes the object emit light from its back side as well. If this is off, the material is rendered as black on the back sides. For more information, see the Emit On Back Side example below.
Compensate Exposure – (used when rendering with the V-Ray Physical Camera) When enabled, the intensity of the material is adjusted to compensate for the camera exposure.
Multiply By Opacity – When enabled, the color of the light material is multiplied by the Transparency texture. Otherwise, the color and transparency act independently (so-called additive transparency).
Direct Illumination – When checked, all objects that have the particular V-Ray Light material applied to them, are considered mesh lights and emit direct light.
Example: Default Color and Multiplier Values
For the examples below, the interior cube is the default BRDFLight material. The exterior cube and ground plane have the default V-Ray Material with Reflection. The rest of the scene is shaded with a basic diffuse V-Ray Material.
This scene is rendered without any direct light sources.
Move the slider to see the example renders.
Example: Textures
This example shows using the BRDFLight material with a texture in the Color slot. In order to control the strength of the light we need to adjust the value of the Color Multiplier.
For the following examples, Emit on Back Side and GI are enabled.
Move the slider to see the example renders.
Example: Emit On Back Side
In the examples below, the BRDFLight material is applied to the curved plane.
Move the slider to see the example renders.
Notes
- You can use the BRDFLight material as a light source assigned to an object. Increasing the Value of the color affects the GI solution and produces more light. Note that overbright colors may look the same as pure white but the GI results are different.
- If you know the photometric power of a self-illuminated object in lumens (e.g. 1700 lm for a 100-watt bulb) you can calculate the multiplier for BRDFLight material if you divide the lumens by the surface area of the object in meters, provided that the self-illuminated color is pure white.
- The direct illumination options currently only work properly if the BRDFLight material material is the only material applied on the object. They do not work if the material is part of a complex material like a BRDFLayeredMtl material. This restriction will probably be removed in a future release.