Enabled – Enables the mesh light.
Invisible – Controls whether the shape of the Mesh 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. For illustration, see the Invisibility example below. 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. 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). For more information, see the No Decay example below. Doublesided – Controls whether light is emitted from both sides of each face. For more information, see the Single-Sided vs. Double-Sided Lights example below. Geometry – Specifies the geometry that will be turned into the Mesh Light. Use SOP Geometry – When enabled, the geometry inside the Mesh Light is used. This affects the position of the mesh light itself if there are transformation in the SOP network of the specified geometry. Use 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. Texture – Specifies a light texture. Cache Texture – When enabled, V-Ray samples the texture and produce a lower resolution one to be used for the lighting. This greatly speeds up the rendering of mesh lights with textures. Cache Resolution – Specifies the resolution at which the texture is cached. 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. With 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. Use Color Texture – When enabled, replaces the Color attributes with a texture slot. Color – Specifies the color of the Mesh Light. Object ID – Specifies an integer object ID for the Mesh Light. Illumination Mask – Specifies 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. |