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Photometric lights utilize an .ies file which contains the distribution profile for the light. An .ies file contains complete specifications of a real world light bulb or tube including the shape of the light's cone and the steepness of the light's falloff. Such files are usually provided by the manufacturer of the real-world bulb, and the information in those files, gathered through lab experiments, is extremely accurate in its representation of the light source. By loading an .ies file file, the light's properties are recreated within Maya and used by V-Ray during rendering.

IES lights are particularly useful for architectural interior renderings, where it can be important to show an accurate representation of the use of specific man-made light sources in the scene. 

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titleUI Path: ||V-Ray Shelf|| > VRayLightIES button
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||V-Ray Shelf|| > VRayLightIES button

 

||V-Ray menu|| > Lights > V-Ray IES Light

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 ||Create menu|| > Lights > V-Ray IES Light

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You can create a VRayLightIES object VRayLightIES object with a light profile loaded in it by dragging and dropping an .ies file ies file directly in your active viewport. 

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Light cutoff threshold – Specifies a threshold for the light intensity, below which the light will not be 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. Larger values cut away more from the light; lower values make the light range larger. If you specify 0.0, the light will be calculated for all surfaces. This parameter is not available when the renderer is set to CUDA.

Override motion blur samples – Overrides the default number of samples that are used to sample the current light for motion blur.

Motion blur samples – When Override motion blur samples is enabled, this value is used when sampling the motion blur created by the current light.

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Decay

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 decay 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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Near decay on – Toggles near decay on and off. See the Near examples below for more information.

Near decay start – Determines where the fade in starts. Anything before this point is rendered dark.

Near decay end – Determines where the fade in ends. After this threshold, the light is at its full value.

Far decay on – Toggles far decay on and off. See the Far examples below for more information.

Far decay start – Determines where the fade off starts.

Far decay end – Determines where the light reaches a value of 0, i.e. completely fades off.

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Photon Emission

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This rollout is inactive when using V-Ray GPU.

Caustics subdivs – Used by V-Ray when calculating Caustics. Lower values mean more noisy results, but render faster. Higher values produce smoother results but take more time.

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 render rollout section.

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