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 ||shop mat Network|| > Material > V-Ray Material node > V-Ray > Material > Light

 

 

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 ||mat out Network|| > V-Ray Render Elements node > V-Ray > Material > Light

 

 

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The BRDFLight node provides inputs for controlling various material properties. Most correspond to parameters in the section below.

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Compensate Exposure –Used when rendering with the V-Ray Physical Camera. When enabled, the intensity of the material will be adjusted is adjusted to compensate for the camera exposure.

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This example shows using the BRDFLight material with a texture in the Color slot. In order to control the strength of the light we will need to adjust the value of the Color Multiplier.

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Fancy Bullets
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  • You can use the BRDFLight material as a light source assigned to an object. Increasing the Value of the color will affect affects the GI solution and will produce produces more light. Note that overbright colors may look the same as pure white but the GI results will be 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 will 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.