No Decay – When enabled, the intensity of the light has no fall off with distance. 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). See the Sphere Light page for an example of this property. Double-Sided – Controls whether light is emitted from both sides of each face. See the Double Sided example below of this property. 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 using this setting, 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 – Specifies the color of the Rectangle Light. TextureUse Texture – Allows the light to use a texture for its surface. If there are surfaces which are close to a texture-mapped light, it is best to have GI enabled. This allows V-Ray to use combined direct and indirect sampling for the light, reducing the noise for surfaces close to the light. Multiply by Color – When enabled, the Rectangle texture is multiplied by color. Texture – Specifies a texture to use with the light. Color Space – Selects the color space.
Linear sRGB Clip By Alpha – When enabled, clips the texture based on the Alpha. Override Alpha – When enabled, replaces the Alpha of the loaded file with the Alpha of another file. Alpha – Regulates the transparency of the Alpha. Alpha Texture – Selects a Texture Alpha. From – Replaces the Alpha of the texture with another or uses Intensity. Resolution – Specifies the resolution at which the texture is sampled when the Texture Adaptivity option is enabled. Adaptivity – V-Ray adjusts the number of samples taken for different parts of the texture depending on their brightness. A value of 0.0 specifies no adaptivity; a value of 1.0 specifies full adaptivity. Illumination Mask – Specifies an additional illumination mask used to force object illumination. 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. |