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This page provides information on the V-Ray Rectangle Light, also known as an Area Light.
Overview
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The V-Ray Rectangle Light or Area Light is a planar light source. The light shape can be set as a rectangle or a circular disk.
Shape
UI Path: ||obj Network|| > V-Ray > V-Ray Rectangle
Main
Mode – Specifies the behavior of the rectangle light.
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Is Disc – When enabled, the light will be in the shape of a planar disc instead of a rectangle.
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Double-Sided – Controls whether light is emitted from both sides of each face. See the Sphere Light page for an example of this property.
Use Intensity Texture – When enabled, allows the specification of a float texture that will override the Intensity parameter.
Intensity – Multiplier for the light strength; this is also the light intensity in the units set by the Units parameter.
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Emission
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Use Rect. Texture – Allows the light to use a texture for its surface. If there are surfaces which are close to a texture-mapped light, it is best to have GI enabled. This allows V-Ray to use combined direct and indirect sampling for the light, reducing the noise for surfaces close to the light.
Texture – Specifies a texture to use with the light.
Color Space –
Linear
sRGB
Resolution – Specifies the resolution at which the texture is sampled when the Texture Adaptivity option is enabled.
Adaptivity – V-Ray adjusts the number of samples taken for different parts of the texture depending on their brightness. A value of 0.0 specifies no adaptivity; a value of 1.0 specifies full adaptivity.
Use Color Texture – Enables the specification of a a texture for the Rectangle Light. If used, it will override the Color parameter.
Color – Specifies the color of the Rectangle Light.
Subdivs – Controls the number of samples V-Ray takes to compute lighting. Lower values mean more noisy results, but will render faster. Higher values produce smoother results but take more time.
Note: The actual number of samples also depends on the DMC Sampler settings. By default, this parameter is controlled by the Min Shading Rate in the Image Sampler. To specify a value, enable the Use Local Subdivs parameter under the DMC tab in the V-Ray Renderer parameters.
Object ID – Specifies an integer object ID to the light.
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Shadows
Enabled – When enabled, the light casts shadows. Disable this option to turn off shadows for the light.
Use Shadow Color Texture – When enabled, allows the specification of a texture for the shadows for this light. If used, it will override the Color parameter of the Shadows rollout.
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Example: Directionality
This example demonstrates how the light changes when Directional value is changed, ranging from 0 to 1. When the value is closer to 1, the light is more focused towards one point, while when the value is closer to 0, the light spreads to all sides.
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Example: Double-Sided
This example demonstrates the behavior of the light when Double-Sided option is enabled and disabled. When the Double-Sided option is enabled, light is emitted from the two sides of the Rectangle light body.
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Shadows
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Textures
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Decay
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The Decay parameters determine how the light fades in and out. The Near Decay determines how light fades in. The light isn't at its maximum value at its source, but instead gradually increases until it reaches the Near End. The Far Decay determines how light fades out. The light isn't at its maximum value at its end, but instead gradually decreases after the Far Start.
Decay option is useful for creating hotspots or controlling the length of a "God Rays" effect created with Environment Fog.
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Advanced
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Advanced
Ignore Light Normals – Usually, the surface of the source emits light equally in all directions. When this option is disabled, more light is emitted in the direction of the source surface normal.
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Use Multiple Importance Sampling – Enables or disables Multiple Importance Sampling (MIS) for the light. When MIS is enabled (the default), the light's contribution is split between direct illumination on the one hand, and GI (for diffuse materials) or reflections (for glossy surfaces) on the other. This means that portions of the light's contribution will end up in the GI render elements (or the reflection render elements respectively). In certain specific situations this is undesirable and this option can be used to always calculate the light contribution through direct illumination.
GI
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Diffuse Multiplier – A multiplier for the diffuse photons.
Caustics Multiplier – A multiplier for the generated caustics by the selected object. Note that this multiplier is cumulative - it does not override the multiplier in the Caustics tab of the V-Ray Render Settings.
Photon Subdivs – Only relevant when calculating the Global Photon Map. Lower values mean noisier results and faster rendering. Higher values produce smoother results but take more time to render.
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Notes
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