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This page provides information about the V-Ray Dome Light in Cin= ema 4D.
The Dome light shines inward at the scene as if from a spherical or hemi= spherical light source outside the scene extents. This light is frequently = used for Image-Based lighting using panoramic HDR images used as environmen= ts.
UI Path: ||V-Ray|| > V-Ray Lights > Dome Light
Enabled =E2=80=93 Turns the Dome Light on and = ;off.
Color =E2=80=93 Specifies the color of the light = rays and of the light source itself when visible in renderings.
Intensity =E2=80=93 Multiplier for the light Co= lor.
Dome Spherical =E2=80=93 When enabled (the default),&nb= sp;the Dome Light covers the entire sphere around the scene. When disa= bled, the light covers a hemisphere only.
Dome Adaptive =E2=80=93 Speeds up the rendering by opti= mizing the sampling algorithm for the dome light. No light portals are need= ed with this setup. Light Cache must be set as the GI engine for this featu= re.
Finite Dome
Finite Dome =E2=80=93 When enabled, changes the way the= Dome Light is calculated so that it emulates a dome with a physical size i= n the scene. This is useful when we need to introduce some parallax for the= background when moving the camera and also to project the light texture on= the ground. The finite dome consists of a ground plane, a hemispherical up= per part, and a transition area between the two.
Finite Radius =E2=80=93 Determines the radius of the Finite Dome.
Projection Height =E2=80=93 Offsets the height of the e= nvironment map projection.
Finite Ground Blend =E2=80=93 Controls the transition b= etween the ground plane and the hemispherical upper part of the Fin= ite Dome. A value of 0.0 means a sharp transition, whereas a value= of 1.0 means that the dome morphs into a sphere. Intermediate values blend= between the two.
Use Texture =E2=80=93 When enabled, the light uses a te= xture for the Dome Light surface.
Dome Tex =E2=80=93 Specifies an environment texture for= the Dome Light.
Invisible =E2=80=93 Controls whether the shape of the l= ight source is visible in the resulting render. When disabled, the source l= ight is rendered in the current light color; otherwise, the light source it= self is not visible in the scene. The Invisible attribute only affects the = visibility of the light when seen directly by the camera or through refract= ions. The visibility of the light with respect to reflections is controlled= by the Affect Specular and Affect Reflection= s options.
Affect Diffuse =E2=80=93 Determines whether the l= ight affects the diffuse properties of the materials. With this option off,= there is no diffuse contribution from the light.
Affect Specular =E2=80=93 Determines whether the = light affects the specular of the materials (i.e., glossy reflections). Wit= h this option off, there is no specular contribution from the light.=
Affect Reflections =E2=80=93 Determines whether t= he light appears in reflections of materials for both perfect and glossy re= flections.
Affect Atmospherics =E2=80=93 When enabled, the light i= nfluences the atmospheric effects in the scene. This option is not availabl= e with V-Ray GPU.
Affect Alpha =E2=80=93 Determines whether or not = the Dome Light is visible in the Alpha channel of the render. When enabled,= you have a white alpha where the background is visible. When disabled, you= have black alpha where the background is visible.
Diffuse Contribution =E2=80=93 A multiplier for t= he effect of the light's diffuse contribution on a surface.
Specular Contribution =E2=80=93 A multiplier for = the effect of the light on the specular of the surface.
Atmospherics Contribution =E2=80=93 Determines the amou= nt of influence the light has on the atmospheric effects. This option is no= t available with V-Ray GPU.
Cut-off Threshold =E2=80=93 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 t= he lights to some distance around them. Larger values cut away more from th= e light; lower values make the light range larger. If you specify a value o= f 0.0, the light is calculated for all surfaces. This option is not availab= le with V-Ray GPU.
Texture Resolution =E2=80=93 Specifies the resolution a= t which the texture is resampled for importance sampling.
LPE Label =E2=80=93 Allows a label to be assigned, which can be used to re= ference the light in a Light Path Expression. This is especially useful when working with the Light Select render ele= ment to evaluat= e custom light contribution in the scene.
Shadows =E2=80=93 Enables or disables the tracing of sh= adows.
Shadow Bias =E2=80=93 Moves the shadow toward or away f= rom the shadow-casting object. Higher values move the shadow toward the obj= ect, while lower values move it away. If this value is too extreme, shadows= can "leak" through places they shouldn't or "detach" from an object. Other= effects from extreme values include Moire patterns, out-of-place dark area= s on surfaces, and shadows not appearing at all in the render.
Shadow Color =E2=80=93 Controls the color of shadows fo= r this light. Note that anything different from black is not physically cor= rect. This option is not available with V-Ray GPU.
This rollout is not available with V-Ray GPU.
Photon Target Radius =E2=80=93 Defines a sphere around = the light icon where photons are being shot when photon-mapped caustics or = the global photon map are used.
Emit Distance =E2=80=93 Defines a sphere around the lig= ht icon, from which photons are being shot towards the target radius area.<= /p>
Caustics Subdivs =E2=80=93 Used by V-Ray when calculati= ng Caustics. Lower values mean more noisy resul= ts but faster rendering. Higher values produce smoother results but take mo= re time to render.
Caustics Mutiplier =E2=80=93 A multiplier for the gener= ated caustics by the selected object. Note that this multiplier is cumulati= ve - it does not override the multiplier in the Caustics render section.
Project is used to create a list of objects that can be excluded (or inc= luded) from the light's effects, such as illumination or shadow casting.
Mode =E2=80=93 Specifies whether the objects in the lis= t are considered included or excluded from the light's effects.
Objects =E2=80=93 Creates a list of objects to be exclu=
ded or included. When an object is ad=
ded to the list, the icons appear, which =
determine how the light affects the object. The icon controls whether the emitted light affects the o=
bject. The =
icon contro=
ls whether the shadows caused by the light affect the object. The&nbs=
p; determines whether the object=
's children are affected.
Let's first add a Light Mix Render= Element to the scene. Go to V-Ray menu > R= ender Elements and select the Light Mix Render Element by dragging it into the central panel.
You can enable more than one Dome light.
Now render the scene. The light setup is available in the VFB - pick and= choose between the dome lights from the Light Mix rollout= .
You can also combine different HDRI textures by adjusting the light inte= nsity of the dome lights.
The resulting lighting scenarios can be saved as presets.
Elevate your product design and HD= RI renders with the new, more flexible ground projection capabilities of th= e V-Ray Dome Light. Control the size of a dome light and blend settings wit= h the new finite mode.