This page provides information on V-Ray Attributes that can be added to standard Maya light objects.

 

Page Contents ×

Overview


The V-Ray Additional Attributes can be added to every Maya standard Light by selecting its shape node and selecting Light attributes from the Attributes > V-Ray menu. This will add several attributes to that light which allow you to control V-Ray specific options for the light.


UI Path



||Select light|| > Attribute Editor >  Attributes menu > VRay > Light attributes




Light Attributes





Photon subdivs – Controls the number of diffuse photons traced for the light. Larger values mean a more precise photon map, but take more time and memory.

Diffuse Multiplier – A multiplier for the diffuse photons generated by this light.

Caustic subdivs – Controls the amount of photons that V-Ray traces to estimate caustics. Large numbers slow down the calculation of the caustics photon map and may take more memory.

Caustics Multiplier – A multiplier for the caustics generated by this light. Note that this multiplier is cumulative - it does not override the multiplier in the Caustics render rollout section.

Shadow bias – Moves the shadow toward or away from the shadow-casting object (or objects). If the value is too low, shadows can "leak" through places they shouldn't, produce moire patterns or make out-of-place dark areas on meshes. If the Shadow bias is too high, shadows can "detach" from an object. If the value is too extreme in either direction, shadows might not be rendered at all.

Cutoff Threshold – Specifies a threshold for the light intensity, below which the light is not computed. This can be useful in scenes with many lights, where you want to limit the effect of the lights to some distance around them. Larger values cut away more from the light; lower values make the light range larger. If you specify 0.0, the light is calculated for all surfaces.

Diffuse contribution – A multiplier for the effect of the light on the diffuse.

Specular contribution – A multiplier for the effect of the light on the specular.

Store with irradiance map – When enabled and GI calculation is set to Irradiance map, V-Ray calculates the effects of the current 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.

Override motion blur samples – Allows the user to override the default number of samples that are used to sample the current light for motion blur.

Motion blur samples – When Override motion blur samples is enabled, this value is used when sampling the motion blur created by the current light.


 Scripting

 Add to node:

vray addAttributesFromGroup "ambientLightShape1" "vray_light" 1;
vray addAttributesFromGroup "directionalLightShape1" "vray_directlight" 1;
vray addAttributesFromGroup "pointLightShape1" "vray_pointLight" 1; 
vray addAttributesFromGroup "areaLightShape1" "vray_arealight" 1;  

Attributes:

vrayPhotonSubdivs
vrayDiffuseMult
vrayCausticSubdivs
vrayCausticMult
vrayShadowBias
vrayCutoffThreshold
vrayDiffuseContrib
vraySpecularContrib
vrayStoreWithIrradianceMap
vrayInvisible
vrayOverrideMBSamples
vrayMBSamples