This page provides information on the V-Ray Rectangle Light.

 

Page Contents

 

Overview


The V-Ray Rectangle Light, is a V-Ray specific light source plugin that can be used to create physically accurate area lights.

 


 

UI Paths:

V-Ray Lights Toolbar > Rectangle Light


Extensions > V-Ray > V-Ray Lights > Rectangle Light

 

Main


 

 

 

Enabled () – Turns the V-Ray Rectangle Light on and off.

Color/Texture – Specifies the color of the light. When using photometric units, this color is normalized so that only the color hue is used, whereas the light intensity is determined by the light Intensity.  Specifies a texture file for the V-Ray Rectangle Light.

Intensity – Specifies the strength of the light.

Units – Specifies the light unit of measurement. Using correct units is essential when working with the VRayPhysicalCamera. The light will automatically take the scene units scale into consideration to produce the correct result for the scale being worked in.

Default (Scalar) – The color and multiplier directly determine the visible color of the light without any conversion. The light surface will appear with the given color in the final image when seen directly by the camera.
Luminous Power (Lumens)
– Total emitted visible light power measured in lumens. The intensity of the light will not depend on its size. A typical 100W incandescent light bulb emits about 1500 lumens of light.
Luminance (lm/m^2/sr)
 – Visible light surface power measured in lumens per square meter per steradian. The intensity of the light depends on its size.
Radiant Power (W)
 – Total emitted visible light power measured in watts. The intensity of the light does not depend on its size. 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.
Radiance (W/m^2/sr)
 – Visible light surface power measured in watts per square meter per steradian. The intensity of the light depends on its size.

Shape – Specifies the structure of the light.

Rectangle – Sets the shape to a planar rectangle. 
Ellipse
 – Sets the shape to a planar ellipse.

Directionality – When this value is 0, the light is spread out equally in all directions. Increasing this value makes the light beam more narrow and concentrates it in one direction.

Portal Light – Sets the interaction between the light intensity, Color and Multiplier parameters, and environment.

Simple – Light intensity is determined by the environment color and color from objects behind the light. This option can speed up rendering by simplifying the tracing process. The full Portal Light option requires additional ray processing for objects behind the light, so using the entire environment makes rendering faster.
Accurate – Light intensity is determined by the environment behind the light. The Color and Multiplier parameters are ignored. 

 

Options


 

 

 

Invisible – When enabled, the shape of the light source will not be visible in the render result. When disabled, the source is rendered in the current light color. This 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 option.

Double Sided – When enabled, light is beamed from both sides of the plane.

Affect Diffuse – When enabled, the light affects the diffuse properties of the materials. 

Affect Specular – When enabled, the light affects the specular of the materials.

Affect Reflections – When enabled, the light appears in reflections of materials.

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 enabled, the intensity will not decay with distance.

Shadows – When enabled (the default), the light casts shadows. When disabled, the light does not cast shadows.

 

Caustic photons


 

 

 

Caustic Subdivs – Used by V-Ray when calculating Caustics. Lower values produce noisy results but will render faster. Higher values produce smoother results but take more time.