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

UI Paths:

||obj Network|| > V-Ray > V-Ray Dome Light

||V-Ray Shelf|| > Light Dome


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These parameters can be found in the V-Ray Light tab of the parameters editor.

Enabled – Turns the light on and off.

Enabled in Viewport – When enabled, V-Ray shows the Dome light in the viewport if a texture is assigned to it. The size of the lamp in the viewport equals the target radius set in the Advanced options.

Dome Spherical – When enabled, the Dome light covers the entire sphere around the scene. When disabled, the light covers a hemisphere only.

Adaptive Dome – Speeds up the rendering by optimizing the sampling algorithm for the Dome light. No light portals are needed with this setup. Light Cache must be set as the GI engine for this feature.

Invisible – Controls whether the shape of the Dome light 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.

Note: This parameter 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.

Intensity – Multiplier for the light strength; this is also the light intensity in the units set by the Units parameter.

Units – Specifies the light units. Using correct units is essential when using the V-Ray Physical Camera. The light automatically takes the scene's unit scale into consideration to produce the correct result for the scale you are working with. The possible values are:

Default – The color and multiplier directly determine the visible color of the light without any conversion. The light surface appears with the given color in the final image when seen directly by the camera (assuming there is no color mapping involved).
Lumens – Total emitted visible light power measured in lumens. When this setting is used, the intensity of the light does not depend on its size. A typical 100W electric bulb emits about 1500 lumens of light.
Lm/m/m/sr – Visible light surface power measured in lumens per square meter per steradian. When this setting is used, the intensity of the light depends on its size.
Watts – Total emitted visible light power measured in watts. When this setting is used, the intensity of the light does not depend on its size. Keep in mind that this is not the same as the electric power consumed by a light bulb for example. A typical 100W light bulb only emits between 2 and 3 watts as visible light.
W/m/m/sr – Visible light surface power measured in watts per square meter per steradian. When this setting is used, the intensity of the light depends on its size.

Color – Selects the color of the light.

Use Texture – When enabled, the Dome light uses the specified texture.

Multiply by Color – When enabled, the Dome texture is multiplied by color. 

Texture – A texture slot for the Dome light.

Color Space – Selects the color space. You can choose between Linear and sRGB.

Clip By Alpha – When enabled, clips the texture based on the Alpha.

Override Alpha – Enables texture override for the Alpha.

Alpha – Specifies a multiplier for the texture.

Alpha Texture – Specifies a texture slot for the Alpha that replaces the Alpha of the texture.

From – Replaces the Alpha of the texture with another or uses Intensity.

Mapping – Specifies the shape and function of the light:

Sphere – The light has the shape of a sphere;
Mirror Ball – Environment mapping in mirror ball mode.

Resolution – Specifies the resolution at which the texture is resampled for importance sampling.

Finite Dome – When enabled, changes the way the Dome Light is calculated so that it emulates a dome with a physical size in the scene. This is useful when you need to introduce some parallax for the background when moving the camera and also 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. See the Finite Dome example below for more information.

Finite Radius – The radius of the Finite dome light. This option is only available when the Finite Dome option is enabled.

Projection Height – Offsets the height of the environment map projection. This option is only available when the Finite Dome option is enabled.

Ground Blend – Controls the transition between the ground plane and the hemispherical upper part of the Finite Dome. A value of 0.0 means a sharp transition, whereas a value of 1.0 means that the dome morphs into a sphere. Intermediate values blend between the two. This option is only available when the Finite Dome option is enabled.

Object ID – Specifies an integer object ID to the Dome light.

Illumination Mask – Specifies which objects to be lighted by the V-Ray Dome light.

LPE Tag – Allows you to specify a string tag that can be used in a Light Path Expression to isolate the contribution from this light. See the Advanced Light Path Expressions page for more information.

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