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A Dome light shines inward at the scene as if from a spherical or hemispherical light source outside the scene extents. This light is frequently used for Image-Based lighting (IBL) using panoramic High Dynamic Range Images (HDRIs) used as environments. HDRIs with a Dome light can create realistic lighting as well as environmental reflections.

A Dome light's illumination comes from a hemispherical dome above the y-axis of the light, or as a full sphere.

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

||V-Ray Menu|| > Lights > V-Ray Dome Light

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

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Use Dome Tex – When enabled, the light uses a texture for the VRayLightDome surface.

Multiply By The Light Color – Causes the colors in the texture to be multiplied by the light intensity.

Dome Tex – Specifies an environment texture for the VRayLightDome object. Note: If an RGBA texture file (a file that contains an alpha channel) is used, the file's alpha output must be connected to the Dome Tex A attribute to utilize the alpha channel on the light.

Dome Tex A – Specifies an alpha texture for the dome light. Note: The default value of 1 (fully opaque) remains unchanged whenever a file texture is connected to the Dome Tex attribute, even if that file contains an alpha channel. For a file's alpha channel to be utilized, it's alpha output needs to be connected to this attribute.

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Finite Dome

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When enabled, the Dome Light is calculated differently, so that it has a physical size in the scene. Especially useful when an HDRI is attached to the light, since this option adds depth to the background. The dome can serve both as a background and to project the light texture on the ground. The Finite dome consists of a ground plane, a hemispherical upper part and a transition area between the two. For more information, see the Finite Dome example.

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Example: Setting the scale of a dome light

 

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Options

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Invisible – Controls whether the shape of the VRayLight source is visible in the resulting render. When disabled, the source light is rendered in the current light color, otherwise, the light source itself is not visible in the scene.

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The Invisible attribute 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 Specular and Affect Reflections options.

Affect Diffuse – Determines whether the light is affecting the diffuse properties of the materials. With this option off, there will be no diffuse contribution from the light.

Affect Specular – Determines whether the light is affecting the specular of the materials (i.e. glossy reflections). With this option off, there will be no specular contribution from the light.

Affect Reflections – Determines whether the light will appear in reflections of materials, for both perfect and glossy reflections.

Affect Atmospherics – When enabled, the light influences the atmospheric effects in the scene.

Affect Alpha – Determines whether or not the Dome Light is visible in the Alpha channel of the render. When enabled, you will have a white alpha where the background is visible. When disabled, you will have black alpha where the background is visible.

Diffuse contribution – A multiplier for the effect of the light's diffuse contribution on a surface.

Specular contribution – A multiplier for the effect of the light on the specular of the surface.

Atmospherics contribution –  Determines the amount of influence the light has on the atmospheric effects such as VRayEnvironmentFog, VRayVolumeGrid or Phoenix effects. 

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Locator Scale – Multiplies the size of the locator in the viewport. This does not affect the render.

Show in Viewport – Displays the texture loaded in the Dome Tex slot of the dome light as the environment in the viewport. You can disable the preview, preview only the texture, or preview the texture multiplied by the dome light's intensity.

Disabled – Disables Viewport Preview.
Texture Only
 – The specified texture will be previewed in the viewport.
Texture*Intensity
 – The specified texture multiplied by the light's intensity.

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Advanced Options

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Use Ray Distance – Enables the Ray Distance parameter.

Ray Distance – Determines the maximum distance to which shadow rays are traced. This option allows the use of the V-Ray Dome light inside a closed object.

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