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Exclude – Opens the 3ds Max Exclude/Include window for selection of objects to be excluded or included in illumination and/or shadow-casting for this light.

Cast shadows – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light.

Double-sided – This option has no effect for Dome light sources. 

Invisible – Controls whether the shape of the light source is visible in the rendered image. When disabled, the light source is rendered in the color specified by the Color or Temperature setting in the Intensity rollout. This option only affects the visibility of the light when seen directly by the camera or through refractions. The visibility of the light with respect to reflections is controlled by the Affect reflections option.

Note: Regardless of whether this option is enabled, the light source still is taken into account by Global Illumination calculations, which might cause secondary GI rays to be blocked by or bounced off the light's surface. To make the light completely invisible to GI, place a VRayColor texture map into the light's texture slot and set the alpha value for the VRayColor map to 0.0.

Affect diffuse – Determines whether the light affects the diffuse portion of the materials. The Multiplier value on the Intensity rollout controls the light's contribution to the diffuse portion of the materials.

Affect specular – Determines whether the light affects the specular portion of the materials. The Multiplier value on the Intensity rollout controls the light's contribution to specular reflections.

Affect reflections – Specifies whether the light source appears in reflections.

Affect atmospherics - Specifies whether the light influences the atmospheric effects in the scene. The value determines the amount of involvement.

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Parameters - Sampling Rollout

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Shadow bias – This value moves the shadow toward or away from the shadow-casting object (or objects). Lower values move the shadow toward the object(s), while higher values move it away. If this value is too low, shadows can "leak" through places they shouldn't, produce moire patterns or make out-of-place dark areas on meshes. If this value is too high, shadows can "detach" from an object. If the value is too extreme in either direction, shadows might not appear in the rendering at all.

Cutoff – Specifies a threshold for the light's intensity, cutting off the light's effect on a surface when it falls below this value. Lights lose intensity due to GI bouncing or decay. When light hits a surface but its intensity falls below the cutoff, the effect of the light on that surface is not computed. This can be useful in scenes with many lights, where you want to limit the effect of the lights to some distance around them or reduce computations (and thus reduce rendering time) where the light's impact is negligible. Larger values limit the light's effect on objects to a smaller area around the light source, while lower values increase the range of the light's effect. If you specify 0.0, there is no cutoff and the light is calculated for all surfaces regardless of intensity loss. The default value is 0.001. This parameter is not available when the renderer is set to GPU.

Tex resolution – Specifies the resolution at which the texture is resampled for importance sampling.

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Parameters -  Viewport Rollout

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Enable viewport shading – When enabled, the effect of the light is visible in the viewport. 

Viewport wire color – When enabled, the light's wireframe is displayed in the specified color in viewports.

Icon text – Enables or disables the preview of the light name in the viewport.

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