Page History
...
decay
- The exponent for intensity decay. Default value is 2.0 which corresponds to the inverse square law.
LightDirect
beamRadius
- ???
LightSpot
coneAngle
- Full cone angle in radians.penumbraAngle
- The size of an additional partly lit area around the cone in radians. If negative it's inside the cone.dropOff
- Attenuation proportional to off-axis angle. Larger values dim the light toward the wide angles of the cone.falloffType
- The type of transition in the penumbra region. 0 - linear; 1 - smooth cubicdecay
- The decay - The exponent for intensity decay. Default value is 2.0 which corresponds to the inverse square law.
LightRectangle
noDecay
- If set to true, light intensity will not fall off with distance. By default the inverse square law applies.doubleSided
- Whether to emit light from the back sides of the rectangle.u_size
- Width of the light in scene units.v_size
- Length of the light in scene units.directional
- Larger values make the light more concentrated along the +W axis in local UVW space.is_disc
- True to round the rectangle to a disc (ellipse).rect_tex
- A texture plugin to map onto the rectangle for light color.use_rect_tex
- You also have to set this to true to actually use therect_tex
parameter.tex_resolution
- The texture is actually resampled at this resolution. The default is 512, so even if you have a high resolution image, it may look pixelated if you don't increase this. This will consume more memory.
LightSphere
noDecay
- If set to true, light intensity will not fall off with distance. By default the inverse square law applies.radius
- Radius of the generated sphere in scene units.sphere_segments
- Number of flat segments composing the sphere. Increase from the default 20 if you want a smoother shape.
LightMesh
noDecay
- If set to true, light intensity will not fall off with distance. By default the inverse square law applies.doubleSided
- Whether to emit light from the back sides of the triangles.geometry
- A geometry plugin that will define the shape of the light. Note that complex geometries may make mesh lights slower and noisier.tex
- A texture plugin to map onto the geometry for light color. This requires that the geometry plugin has valid UV data.use_tex
- You also have to set this to true to actually use thetex
parameter.tex_resolution
- The texture is actually resampled at this resolution. The default is 256, so even if you have a high resolution image, it may look pixelated if you don't increase this. This will consume more memory.
LightDome
dome_spherical
- Set to true to extend the dome to a full sphere. By default it is only a half-dome centered at the scene zenith.SettingsUnitsInfo::scene_upDir
needs to be properly set.dome_tex
- A texture plugin to use for IBL. Note that this usually requires spherical mapping.use_dome_tex
- You also have to set this to true to use thedome_tex
.tex_resolution
- The texture is actually resampled at this resolution. The default is 512, so even if you have a high resolution image, it may look pixelated if you don't increase this. This will consume more memory.
LightIES
ies_file
- Path to the file describing the light sourcefilter_color
- Use to tint the light. The default is white (1.0, 1.0, 1.0). Light color is defined by color temperature in the IES file.soft_shadows
- Set to 0 (default) to cast hard shadows as point light; 1 to use the shape of the light for shadows; 2 to also use the shape for illuminationpower
- Overrides the power specified in the file if > 0. The unit is lumens.ies_light_shape
- Overrides the shape in the file if set to >= 0. Possible enumerated values: <TODO table>see table below.ies_light_width
- Used ifies_light_shape
override is on.ies_light_length
- Used ifies_light_shape
override is on.ies_light_height
- Used ifies_light_shape
override is on.
on.ies_light_diameter
- Used ifies_light_shape
override ison.
ies_light_diameter - Used if ies_light_shape override is on.shape width length height diameter 0=point 0 0 0 0 1=rectangle >= 0 >= 0 0 0 2=circle 0 0 0 < 0 3=sphere 0 0 0 < 0 4=vertical cylinder 0 0 > 0 < 0 5=horizontal cylinder (length) 0 > 0 0 < 0 6=horizontal cylinder (width) > 0 0 0 < 0 7=ellipse (length) < 0 > 0 0 0 8=ellipse (width) > 0 < 0 0 0 9=ellipsoid (length) < 0 > 0 < 0 0 10=ellipsoid (width) > 0 < 0 < 0 0
SunLight
transform
- Similarly to the direct light plugin, the position doesn't matter as the light comes from infinity. The rotation matrix has to be set correctly, even though in theory the Sun is omnidirectional. The identity matrix results in light directed along the -Z axis, thus a noon Sun.target_transform
- Currently doesn't make a difference. Don't leave uninitialized - set an identity transform.turbidity
- See VRaySunozone
- See VRaySunwater_vapour
- See VRaySunsize_multiplier
- See VRaySuncolor_mode
- See VRaySun. Values are 0, 1, 2 respectively for Filter, Direct, Override mode.intensity_multiplier
- Control the Relative intensity of the Sun (default 1.0). Try setting correct scales in SettingsUnitsInfo first.filter_color
- Force a color tint. It's probably better to leave this white. See also thecolor_mode
parameter.ground_albedo
- Sky parameter, unused if there is no sky attached. Account for light reflected off an imaginary ground and scattered back in the sky. Default is (0.2, 0.2, 0.2).horiz_illum
- Sky parameter, unused if there is no sky attached. Specifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky ifsky_model
is 1 or 2.sky_model
- Sky parameter, unused if there is no sky attached. Selects the mathematical model approximating sky illumination. Values: <TODO>0=Preetham et al; 1=CIE Clear; 2=CIE Overcast; 3=Hosek et al.up_vector
- Set to (0.0, 1.0, 0.0) if your scene up-axis is +Y to have correct lighting.
...