General

Here you can determine Area light parameters.

Parameters

[VrayLight_Area]

Area type - specifies the area light type:

 

Rectangle- light has the shape of a planar rectangle.

 

Sphere - light has the shape of a sphere.

 

Dome - light acts like the Sky. The light is coming from a hemispherical dome above the y-axis of the light. 

 

Size X - the X length (width) of the light source, measured in scene units. This parameter is ignored for Sphere or Dome lights.

 

Size Y -  the Y length (height) of the light source, measured in scene units. This parameter is ignored for Sphere or Dome lights.

 

Radius - If Sphere or Dome light source is selected this value corresponds to the sphere's radius, measured in scene units.

 

Affect reflections - this determines whether the light will appear in reflections of materials.

 

Invisible - this setting controls whether the shape of the VRayLight source is visible in the render result. When this option is turned off 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.
 

Subdivisions - this value controls the number of samples VRAYforC4D takes to compute lighting. Lower values mean more noisy results, but will render faster. Higher values produce smoother results but take more time. Note that the actual number of samples also depends on the DMC Sampler settings.

 

No decay - normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light). When this option is on the intensity will not decay with distance.

 

Store with irradiance map - when this option is on and GI calculation is set to Irradiance map VRAYforC4D will calculate the effects of the VRay Light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.

 

Double-sided - when the light is a rectangle light source this option controls whether light is beamed from both sides of the rectangle. This field has no effect for Sphere or Dome light sources.

 

Light portal - when this option is on, the Color parameter are ignored; instead the light will take its intensity from the environment behind it.

 

Ignore light normals - normally, the surface of the source emits light equally in all directions. When this option is off, more light is emitted in the direction of the source surface normal.

Light Dome

[VrayLight_Area_Dome]Spherical Dome - when on, this option causes the dome light to cover the entire sphere around the scene. When off (the default), the light covers a hemisphere only.

 

Texture - specifies an environment texture for the Dome light.

 

Mapping type - determinates how the HDRI image will be mapped on the light dome.

 

Texture resolution- specifies the resolution at which the texture is resampled for importance sampling.

 

Photon target radius - for the Dome light, defines a sphere around the light icon where photons are being shot when photon-mapped caustics or the global photon map are used.

 

Photon emit radius - for the Dome light, defines a sphere around the light icon from which photons are being shot towards the target radius area.

Notes