Enabled – Turns on and off the sphere light. Color – Changes the color of the sphere light. See the Color example below. Intensity – Specifies the intensity of the sphere light's brightness. See the Intensity example below. When importing Sphere Lights from a .vrscene file, the Intensity parameter may appear as Luminous power, Luminance, Radiant power or Radiance, depending on the unit type specified in the host application. Lights created directly in Vantage default to using Intensity. |
Invisible – When enabled, makes the light invisible, both to the camera and to reflections. This is useful to prevent bright speckles on glossy surfaces where a ray with low probability hits the extremely bright sphere. See the Invisible example below. Radius – Specifies the radius of the sphere light. See the Radius example below.
Shadows – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light. The value moves the shadow toward or away from the shadow-casting object(s). 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. See the Shadows example below. Affect diffuse – Determines whether the light affects the diffuse portion of the materials. The value controls the light's contribution to the diffuse portion of the materials. See the Affect Diffuse example below. Affect specular – Determines whether the light affects the specular portion of the materials. The value controls the light's contribution to specular reflections. See the Affect Specular example below. Affect reflections – Specifies whether the light source appears in reflections. Use global mult. - When enabled, uses the Enable Lights (Render tab > Advanced mode > Lighting rollout) as a multiplier to Intensity value. When disabled, the light is independent from the global multiplier. |