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Subject: VRayLight parameters
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      <H1>VRayLight parameters</H1></TD>
    <TD width=3D0%>
      <DIV align=3Dcenter><A=20
      =
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      <DIV align=3Dcenter><A=20
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les</A></DIV></TD></TR></TBODY></TABLE><BR>
<BLOCKQUOTE><A=20
  =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#general">=
General</A><BR><A=20
  =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#parameter=
s">Parameters</A><BR>
  <BLOCKQUOTE>
    <P><A=20
    =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#gen_param=
s">General</A><BR><A=20
    =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#intensity=
">Intensity</A><BR><A=20
    =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#size">Siz=
e</A><BR><A=20
    =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#options">=
Options</A><BR><A=20
    =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#sampling"=
>Sampling</A></P>
    <P><A=20
    =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#texture">=
Texture</A><BR><A=20
    =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#dome_opti=
ons">Dome=20
    light options</A></P>
    <P><A=20
    =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#mesh">Mes=
h=20
    light options</A></P></BLOCKQUOTE>
  <P><A=20
  =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#notes">No=
tes</A></P></BLOCKQUOTE>
<H2><A name=3Dgeneral></A>General</H2>
<BLOCKQUOTE>
  <P>The <SPAN class=3Dvalue>VRayLight</SPAN> is a V-Ray specific light =
source=20
  plugin that can be used to create physically accurate area=20
lights.</P></BLOCKQUOTE>
<H2><A name=3Dparameters></A>Parameters</H2>
<BLOCKQUOTE>
  <H3><A name=3Dgen_params></A>General</H3>
  <P><SPAN class=3Dparameter><IMG hspace=3D10 alt=3DVRayLight =
vspace=3D10 align=3Dright=20
  =
src=3D"http://www.spot3d.com/vray/help/150SP1/images/controls/arealight.p=
ng"=20
  width=3D166 height=3D931>On</SPAN> - turns the VRayLight <SPAN=20
  class=3Dvalue>on</SPAN> and <SPAN class=3Dvalue>off</SPAN></P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dbutton>Exclude</SPAN> - allows one to exclude objects =
from=20
  being illuminated or from shadow-casting for the light.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Type</SPAN> - specifies the shape of the =
light:</P>
  <BLOCKQUOTE>
    <P><SPAN class=3Dvalue>Plane</SPAN> - the VRayLight has the shape of =
a planar=20
    rectangle.<BR><BR></P>
    <P><SPAN class=3Dvalue>Sphere</SPAN> - the VRayLight has the shape =
of a=20
    sphere.<BR><BR></P>
    <P><SPAN class=3Dvalue>Dome</SPAN> - the VRayLight acts like the =
SkyLight=20
    object in 3ds Max. The light is coming from a (hemi)spherical dome =
above the=20
    z-axis of the light.<BR><BR><SPAN class=3Dvalue>Mesh</SPAN> - allows =
the usage=20
    of any triangle mesh as the shape of the light. If the light is =
close to=20
    other surfaces in the scene, it is best to use this mode with GI =
enabled.=20
    This will allow V-Ray to use combined direct and GI sampling of the =
mesh=20
    light for best results. Without GI, the light may produce noisy =
results for=20
    surfaces that are very close to it. Currently there are some =
restrictions=20
    when using mesh lights; refer to the <A=20
    =
href=3D"http://www.spot3d.com/vray/help/150SP1/light_params.htm#notes">No=
tes</A>=20
    section below.</P></BLOCKQUOTE>
  <H3><A name=3Dintensity></A>Intensity</H3><SPAN =
class=3Dparameter>Units</SPAN> -=20
  allows choosing the light units. Using correct units is essential when =
you=20
  work with the <A=20
  =
href=3D"http://www.spot3d.com/vray/help/150SP1/vrayphysicalcamera_params.=
htm">VRayPhysicalCamera</A>.=20
  The light will automatically take the scene units scale into =
consideration to=20
  produce the correct result for the scale you are working with. The =
possible=20
  values are: &nbsp;=20
  <BLOCKQUOTE>
    <P><SPAN class=3Dvalue>Default (image)</SPAN> - the color and =
multiplier=20
    directly determine the visible color of the light without any =
conversion.=20
    The light surface will appear with the given color in the final =
image when=20
    seen directly by the camera (assuming there is no color mapping =
involved).=20
    </P>
    <P> </P>
    <P><SPAN class=3Dvalue>Lumious power (lm)</SPAN> - total emitted =
visible light=20
    power measured in lumens. When this setting is used, the intensity =
of the=20
    light will not depend on its size. A typical 100W electric bulb =
emits about=20
    1500 lumens of light. </P>
    <P>&nbsp;</P>
    <P><SPAN class=3Dvalue>Luminance (lm/m^2/sr)</SPAN> - visible light =
surface=20
    power measured in lumens per square meter per steradian. When this =
setting=20
    is used, the intensity of the light depends on its size. </P>
    <P>&nbsp;</P>
    <P><SPAN class=3Dvalue>Radiant power (W)</SPAN> - total emitted =
visible light=20
    power measured in watts. When using this setting, the intensity of =
the light=20
    does not depend on its size. Keep in mind that this is not the same =
as the=20
    electric power consumed by a light bulb for example. A typical 100W =
light=20
    bulb only emits between 2 and 3 watts as visible light. </P>
    <P>&nbsp;</P>
    <P><SPAN class=3Dvalue>Radiance (W/m=B2/sr)</SPAN> - visible light =
surface power=20
    measured in watts per square meter per steradian. When this setting =
is used,=20
    the intensity of the light depends on its size. </P></BLOCKQUOTE>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Multiplier</SPAN> - multiplier for the =
light color;=20
  this is also the light intensity in the units chosen by the <SPAN=20
  class=3Dparameter>Intensity units</SPAN> parameter.<BR><BR><SPAN=20
  class=3Dparameter>Mode</SPAN> - allows you to select the mode in which =
the color=20
  of the light will be determined:</P>
  <P>&nbsp;</P>
  <BLOCKQUOTE>
    <P><SPAN class=3Dvalue>Color</SPAN> - the light color is directly =
specified by=20
    the <SPAN class=3Dparameter>Color</SPAN> parameter.<BR><BR><SPAN=20
    class=3Dvalue>Temperature</SPAN> - the light color temperature (in =
<SPAN=20
    class=3Dvalue>Kelvin</SPAN>) is specified by the <SPAN=20
    class=3Dparameter>Temperature</SPAN> parameter.</P></BLOCKQUOTE>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Color</SPAN> - specifies the color of the =
light when=20
  the <SPAN class=3Dparameter>Mode</SPAN> parameter is set to <SPAN=20
  class=3Dvalue>Color</SPAN>. When using photometric units, this color =
is=20
  normalized so that only the color hue is used, whereas the light =
intensity is=20
  determined by the &nbsp;light <SPAN=20
  class=3Dparameter>Multiplier</SPAN>.<BR><BR><SPAN=20
  class=3Dparameter>Temperature</SPAN> - specifies the color of the =
light in=20
  degrees <SPAN class=3Dvalue>Kelvin</SPAN> when the <SPAN=20
  class=3Dparameter>Mode</SPAN> parameter is set to <SPAN =
class=3Dvalue>Temperature=20
  </SPAN></P>
  <P>&nbsp;</P>
  <H3><A name=3Dsize></A>Size</H3>
  <P><SPAN class=3Dparameter>Half-length</SPAN> - the half-lenght of the =
light=20
  source, measured in scene units. If <SPAN class=3Dvalue>Sphere</SPAN> =
light=20
  source is selected this value corresponds to the sphere's radius. This =

  parameter is ignored for <SPAN class=3Dvalue>Dome</SPAN> lights.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Half-width</SPAN> - the half-width of the =
light=20
  source, measured in scene units. This field has no effect when <I=20
  class=3Dvalue>Sphere</I> or <SPAN class=3Dvalue>Dome</SPAN> light =
source is=20
  selected.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>W size</SPAN> - currently this parameter =
does=20
  nothing. It's reserved if (one day) the <SPAN =
class=3Dvalue>VRayLight</SPAN>=20
  supports box-shaped light sources.</P>
  <H3><A name=3Doptions></A>Options</H3>
  <P><SPAN class=3Dparameter>Cast shadows</SPAN> - when <SPAN=20
  class=3Dvalue>on</SPAN> (the default), the light casts shadows. Turn =
this option=20
  <SPAN class=3Dvalue>off</SPAN> to disable shadow casting for the =
light.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Double-sided</SPAN> - when the light is a =
planar=20
  light source this option controls whether light is beamed from both =
sides of=20
  the plane. This field has no effect for <SPAN =
class=3Dvalue>Sphere</SPAN> or=20
  <SPAN class=3Dvalue>Dome</SPAN> light sources.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Invisible</SPAN> - this setting controls =
whether the=20
  shape of the VRayLight source is visible in the render result. When =
this=20
  option is turned off the source is rendered in the current light =
color.=20
  Otherwise it is not visible in the scene. Note that this option only =
affects=20
  the visibility of the light when seen directly by the camera or =
through=20
  refractions. The visibility of the light with respect to reflections =
is=20
  controlled by the <SPAN class=3Dparameter>Affect specular</SPAN> =
option. </P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Ignore light normals</SPAN> - normally, the =
surface=20
  of the source emits light equally in all directions. When this option =
is <SPAN=20
  class=3Dvalue>off</SPAN>, more light is emitted in the direction of =
the source=20
  surface normal.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>No decay</SPAN> - normally the light =
intensity is=20
  inversely proportional to the square of the distance from the light =
(surfaces=20
  that are farther from the light are darker than surfaces which are =
closer to=20
  the light). When this option is on the intensity will not decay with=20
  distance.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Skylight portal</SPAN> - when this option =
is on, the=20
  <SPAN class=3Dparameter>Color</SPAN> and <SPAN =
class=3Dparameter>Multiplier</SPAN>=20
  parameters are ignored; instead the light will take its intensity from =
the=20
  environment behind it.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Simple portal</SPAN> - this option is only =
enabled if=20
  the <SPAN class=3Dparameter>Skylight portal</SPAN> option is <SPAN=20
  class=3Dvalue>on</SPAN>. It tells the <SPAN =
class=3Dvalue>VRayLight</SPAN> that=20
  there is nothing of interest behind the light itself, and so the =
environment=20
  color can be used directly. Normally, the portal light takes its color =
from=20
  whatever objects are behind it. In order to do this, the light traces=20
  additional rays, which may slow down the rendering. Turning this =
option <SPAN=20
  class=3Dvalue>on</SPAN> makes the rendering of portal lights faster. =
</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Store with irradiance map</SPAN> - when =
this option=20
  is on and GI calculation is set to <SPAN class=3Dvalue>Irradiance =
map</SPAN>=20
  V-Ray will calculate the effects of the <SPAN =
class=3Dvalue>VRayLight</SPAN> and=20
  store them in the irradiance map. The result is that the irradiance =
map is=20
  computed more slowly but the rendering takes less time. You can also =
save the=20
  irradiance map and reuse it later. </P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Affect diffuse </SPAN>- this determines =
whether the=20
  light is affecting the diffuse properties of the materials. </P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Affect specular </SPAN>- this determines =
whether the=20
  light is affecting the specular of the materials.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Affect reflections</SPAN> - this determines =
whether=20
  the light will appear in reflections of materials.<BR></P>
  <H3><A name=3Dsampling></A>Sampling</H3>
  <P><SPAN class=3Dparameter>Subdivs</SPAN> - this value controls the =
number of=20
  samples V-Ray takes to compute lighting. Lower values mean more noisy =
results,=20
  but will render faster. Higher values produce smoother results but =
take more=20
  time. Note that the actual number of samples also depends on the <A=20
  =
href=3D"http://www.spot3d.com/vray/help/150SP1/render_params_dmc.htm">DMC=
=20
  Sampler settings</A>. </P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Shadow bias</SPAN> - bias moves the shadow =
toward or=20
  away from the shadow-casting object (or objects). If the Bias value is =
too=20
  low, shadows can "leak" through places they shouldn't, produce moire =
patterns=20
  or making out-of-place dark areas on meshes. If Bias is too high, =
shadows can=20
  "detach" from an object. If the Bias value is too extreme in either =
direction,=20
  shadows might not be rendered at all.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Cutoff</SPAN> - this parameter specifies a =
threshold=20
  for the light intensity, below which the light will not be computed. =
This can=20
  be useful in scenes with many lights, where you want to limit the =
effect of=20
  the lights to some distance around them. Larger values cut away more =
from the=20
  light; lower values make the light range larger. If you specify <SPAN=20
  class=3Dvalue>0.0</SPAN>, the light will be calculated for all =
surfaces.</P>
  <H3><A name=3Dtexture></A>Texture</H3>
  <P><SPAN class=3Dparameter>Use texture</SPAN> - when the <SPAN=20
  class=3Dvalue>Rectangle</SPAN>,<SPAN class=3Dvalue> Dome</SPAN> or =
<SPAN=20
  class=3Dvalue>Mesh</SPAN> light type is used, this tells the light to =
use a=20
  texture for the light surface. If there are surfaces which are close =
to a=20
  texture-mapped light, it is best to have GI enabled. This allows V-Ray =
to use=20
  combined direct and indirect sampling for the light, reducing the =
noise for=20
  surfaces close to the light.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Texture</SPAN> - specifies the texture to =
use. The=20
  texture intensity is also affected by the <SPAN=20
  class=3Dparameter>Multiplier</SPAN> of the light.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Resolution</SPAN> - specifies the =
resolution at which=20
  the texture is resampled for importance sampling.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Adaptiveness</SPAN> - controls the amount =
to which=20
  light sampling is tuned to the texture brightness. If <SPAN=20
  class=3Dvalue>0.0</SPAN>, no adaptation based on texture intensity is =
performed.=20
  When set to <SPAN class=3Dvalue>1.0</SPAN> (the default), the maximum =
amount of=20
  adaptation is used. Changing this parameter may be required if there =
are very=20
  bright portions of the map, which are however obscured for the =
particular=20
  scene. This will prevent the light from concentrating a lot of samples =
in this=20
  area and shooting too few samples in other parts of the texture. This=20
  parameter is ignored when the light type is <SPAN =
class=3Dvalue>Mesh</SPAN> as=20
  in that case sampling is not dictated by texture brightness.</P>
  <H3><A name=3Ddome_options></A>Dome light options </H3><SPAN=20
  class=3Dparameter>Spherical (full dome)</SPAN> - when <SPAN=20
  class=3Dvalue>on</SPAN>, this option causes the dome light to cover =
the entire=20
  sphere around the scene. When <SPAN class=3Dvalue>off</SPAN> (the =
default), the=20
  light covers a hemisphere only.<BR><BR>
  <P><SPAN class=3Dparameter>Target radius</SPAN> - for the <SPAN=20
  class=3Dvalue>Dome</SPAN> light, defines a sphere around the light =
icon where=20
  photons are being shot when photon-mapped caustics or the global =
photon map=20
  are used. </P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Emit radius</SPAN> - for the <SPAN=20
  class=3Dvalue>Dome</SPAN> light, defines a sphere around the light =
icon from=20
  which photons are being shot towards the target radius area.</P>
  <H3><A name=3Dmesh></A>Mesh light options</H3>
  <P><IMG=20
  style=3D"BORDER-BOTTOM: 1px solid; BORDER-LEFT: 1px solid; WIDTH: =
165px; FLOAT: right; HEIGHT: 113px; BORDER-TOP: 1px solid; BORDER-RIGHT: =
1px solid"=20
  hspace=3D10 alt=3D"[VRayLight parameters]" vspace=3D10=20
  =
src=3D"http://www.spot3d.com/vray/help/150SP1/images/controls/meshlight.p=
ng"=20
  width=3D165 height=3D113><SPAN class=3Dparameter>Pick mesh </SPAN>- =
click on the=20
  button to select any triangle mesh object from the scene as the shape =
of the=20
  light. If no mesh is specified, the light will assume a box shape.</P>
  <P>&nbsp;</P>
  <P><SPAN class=3Dparameter>Flip normals</SPAN> - if this is <SPAN=20
  class=3Dvalue>on</SPAN>, the normals of the mesh source will be =
inverted thus=20
  producing light on the opposite side.<BR><BR><SPAN =
class=3Dparameter>Replace=20
  mesh with light</SPAN> - if this option is checked when you pick the =
mesh it=20
  will be removed and the V-Ray mesh light will be created in its=20
  place.<BR><BR><SPAN class=3Dparameter>Extract mesh as node</SPAN> - =
use this=20
  button to restore when you have created a mesh light replacing the =
actual=20
  geometry with the light you can get the original geometry back by =
clicking on=20
  this button </P></BLOCKQUOTE>
<H2><A name=3Dnotes></A>Notes</H2>
<UL>
  <LI>When using <SPAN class=3Dvalue>Mesh</SPAN> lights or =
texture-mapped <SPAN=20
  class=3Dvalue>Plane</SPAN> lights, it is best to have GI enabled. This =
allows=20
  V-Ray to use combined direct and indirect sampling for the light, =
which=20
  greatly reduces the noise for surfaces close to the light.<BR><BR>
  <LI>Currently <SPAN class=3Dvalue>Mesh</SPAN> lights do not work =
properly if the=20
  mesh source object has motion blur. This will be implemented in a =
future=20
  release. Motion blur works properly for the other light types (<SPAN=20
  class=3Dvalue>Plane</SPAN> and <SPAN =
class=3Dvalue>Sphere</SPAN>).<BR></LI></UL>
<P>&nbsp;</P>
<BLOCKQUOTE>
  <P>&nbsp;</P></BLOCKQUOTE>
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