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Radius – The radius of the light source, measured in scene units.

Sphere segments – Controls the quality of the light object when it is visible either directly or in reflections. A bigger number makes the sphere smoother.

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Invisible – Controls whether the shape of the VRayLight source is visible in the render result. When disabled, the source is rendered in the current light color. Otherwise it is not visible in the scene. Note that 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 specular and Affect Reflections options.

No Decay – Normally the light intensity is inversely proportional to the square of the distance from the light (i.e. surfaces that are farther from the light are darker than surfaces which are closer to the light). When this option is enabled, the intensity will not decay with distance. For more information, see the Real-World Lights and Inverse Square Falloff example below. This option is inactive when using the V-Ray CUDA engine.

Affect Diffuse – Determines whether the light is affecting the diffuse properties of the materials.

Affect Specular – Determines whether the light is affecting the specular of the materials. This means glossy reflections.

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

Diffuse contribution – A multiplier for the effect of the light on the diffuse.

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

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Subdivs – This parameter is disabled by default since most users will not need local control of subdivs, however this parameter controls the number of samples V-Ray takes to compute lighting locally for this light. Lower values create more noise, but render faster. Higher values produce smoother results but take more time to render. Note that the actual number of samples also depends on the Sampler settings. By default, this parameter is controlled by the Min Shading Rate in the image sampler. This parameter is not available when the renderer is set to CUDA.

To activate this parameter and specify a value, use the Use Local Subdivs parameter under the V-Ray > DMC Sampler tab in the Render Settings window. 

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 will be used to sample the current light for motion blur.

Motion blur samples – When Override motion blur samples is enabled, determines the samples the motion blur created by the current light.

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Shadows

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Shadows – When enabled (the default), the light casts shadows. Disable to turn off shadow casting for the light. For more information, see the Size of Lights, Shadows and Intensity example earlier in this page.

Shadow bias – Moves the shadow toward or away from the shadow-casting object (or objects). Higher values move the shadow toward the object(s) while lower values move it away. If this value is too extreme, shadows can "leak" through places they shouldn't or "detach" from an object. Other effects from extreme values include moire patterns, out-of-place dark areas on surfaces, and shadows not appearing at all in the rendering.

Shadow Color – Controls the color of shadows for this light. Note that anything different from black is not physically correct. This option is inactive when using the V-Ray CUDA engine.

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Photon Emission

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This rollout is inactive when using the V-Ray CUDA engine.


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

Caustics multiplier – A multiplier for the generated caustics by the selected light. Note that this multiplier is cumulative - it does not override the multiplier in the Caustics rollout of the render settings.

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Photon Subdivs and Diffuse Multiplier parameters no longer show in the UI, as they are related to the Photon Map GI engine, which is deprecated. They are still accessible through script, if needed.  


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Locator scale – Multiplies the size of the locator in the viewport. This does not effect the render.

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