Area type – specifies the area light type:

  • Rectangle – light has the shape of a planar rectangle.
  • Sphere – light has the shape of a sphere.
  • Dome – light acts like the Sky. The light is coming from a hemispherical dome above the y-axis of the light.
  • Mesh – allows the usage of any mesh as the shape of the light. If the light is close to other surfaces in the scene, it is best to use this mode with GI enabled. This will allow VRAYforC4D to use combined direct and GI sampling of the mesh light for best results. Without GI, the light may produce noisy results for surfaces that are very close to it.

Affect reflections – this determines whether the light will appear in reflections of materials.

Invisible – this setting controls whether the shape of the VRayLight source is visible in the render result. When this option is turned off the source is rendered in the current Light color. Otherwise it is not visible in the scene. Note that this option only affects the visibility of the light when seen directly by the camera or through refractions.

Subdivisions – this value controls the number of samples VRAYforC4D takes to compute lighting. Lower values mean more noisy results, but will render faster. Higher values produce smoother results but take more time. Note that the actual number of samples also depends on the DMC sampler settings.

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 on the intensity will not decay with distance.

Store with irradiance map – when this option is on and GI calculation is set to Irradiance map VRAYforC4D will calculate the effects of the VRayLight 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.

Double-sided – when the light is a rectangle light source this option controls whether light is beamed from both sides of the rectangle. This field has no effect for Sphere or Domelight sources.

Light portal – light will be used like light portal.

  • Normal light – when this option choosed, light used like normal light, not like light portal.
  • Portal light – when this option is on, the Color and Multiplier parameters are ignored; instead the light will take its intensity from the environment behind it.
  • Simple portal light – this option tells light that there is nothing of interest behind the light itself, and so the environment color can be used directly. Normally, the portal light takes its color from whatever objects are behind it. In order to do this, the light traces additional rays, which may slow down the rendering. Turning this option on makes the rendering of portal lights faster.

Ignore light normals – normally, the surface of the source emits light equally in all directions. When this option is off, more light is emitted in the direction of the source surface normal.

Light Rectangle

Size X – the X length (width) of the light source, measured in scene units. This parameter is ignored for Sphere or Domelights.

Size Y – the Y length (height) of the light source, measured in scene units. This parameter is ignored for Sphere or Domelights.

Use Texture – when the Rectangle light type is used, this tells the light to use a texture for the light surface. If there are surfaces which are close to a texture-mapped light, it is best to have GI enabled. This allows VRAYforC4D to use combined direct and indirect sampling for the light, reducing the noise for surfaces close to the light.

Texture – specifies the texture to use.

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

Adaptiveness – controls the amount to which light sampling is tuned to the texture brightness. If 0.0, no adaptation based on texture intensity is performed. When set to 1.0 (the default), the maximum amount of adaptation is used. Changing this parameter may be required if there are very bright portions of the map, which are however obscured for the particular scene. This will prevent the light from concentrating a lot of samples in this area and shooting too few samples in other parts of the texture.

Light Sphere

Radius – If Sphere or Domelight source is selected this value corresponds to the sphere’s radius, measured in scene units.

Light Dome

Spherical Dome – when on, this option causes the domelight to cover the entire sphere around the scene. When off (the default), the light covers a hemisphere only.

Use Texture – when the Domelight type is used, this tells the light to use a texture for the light surface. If there are surfaces which are close to a texture-mapped light, it is best to have GI enabled. This allows VRAYforC4D to use combined direct and indirect sampling for the light, reducing the noise for surfaces close to the light.

Texture – specifies an environment texture for the Domelight.

Mapping type – determinates how the HDRI image will be mapped on the lightdome.

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

Photon target radius – for the Domelight, defines a sphere around the light icon where photons are being shot when photon-mapped caustics or the global photon map are used.

Photon emit radius – for the Domelight, defines a sphere around the light icon from which photons are being shot towards the target radius area.

Light Mesh

Geometry – select mesh object from the scene as the shape of the light. If no mesh is specified, the light will assume a box shape.

Use Texture – when the Mesh light type is used, this tells the light to use a texture for the light surface. If there are surfaces which are close to a texture-mapped light, it is best to have GI enabled. This allows VRAYforC4D to use combined direct and indirect sampling for the light, reducing the noise for surfaces close to the light.

Texture – specifies an environment texture for the Mesh light.

Texture Resolution Рspecifies the resolution at which the texture is resampled for importance sampling.