When disabled (the default), the light covers a hemisphere only.Īffect alpha – When enabled, the virtual sphere on which the dome texture is mapped is visible as a solid object in the rendered image's alpha channel. Spherical (full dome) – When enabled, the dome light covers the entire sphere around the scene. For more information, see The IBL example below. The Dome light supports texture maps that determine the amount of light coming from each direction on the virtual dome hemisphere based on HDR images. The button under this option selects the map to use. The texture intensity is also affected by the Multiplier value.
Texture – Enables the use of a texture for the light surface. Temperature – When selected, the color of both light rays and the light source itself is specified by the Temperature value expressed in Kelvin. For Units settings other than Default (image), this color is normalized so that only the color hue is used. Mode – Specifies the mode in which the color of the light is determined:Ĭolor – When selected, the Color swatch specifies the color of the light rays and of the light source itself when visible in renderings. Multiplier – Multiplier for the light color, and also the light intensity for some Units settings. When this setting is used, the intensity of the light depends on its size. Radiance (W/m²/sr) – Visible light surface power measured in watts per square meter per steradian. A typical 100W light bulb only emits between 2 and 3 watts as visible light. Keep in mind that this is not the same as the electric power consumed by a light bulb for example. When using this setting, the intensity of the light does not depend on its size. Radiant power (W) – Total emitted visible light power measured in watts. Luminance (lm/m ²/sr) – Visible light surface power measured in lumens per square meter per steradian. A typical 100W incandescent light bulb emits about 1500 lms of light. When this setting is used, the intensity of the light does not depend on its size. Luminous power (lm) – Total emitted visible light power measured in lumens. 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). The possible values are:ĭefault (image) – The color and multiplier directly determine the visible color of the light without any conversion. The light automatically takes the scene's unit scale into consideration to produce the correct result for the scale you are working with. Using correct units is essential when you work with the VRayPhysicalCamera. This option can be changed only on the Modify tab. While any type of VRayLight can have a target, the target is truly useful only with Plane and Disc lights. The value specifies the distance from the light source to the target. This target object can be moved separately from the light source, making it easier to point the light within the scene.
Targeted – When enabled, a separate target object is attached to the light source. See the Mesh Light page.ĭisc – The VRayLight takes the shape of a planar disc. Mesh – Allows the usage of any mesh object as the shape of the light. A dome light is commonly used with a texture to produce image-based lighting. Additional parameters specifically for this light are under the Dome light rollout. The light emanates from above the Z-axis of the light, where the light source actually surrounds the entire scene. See the Plane, Disc, Sphere Light page.ĭome – The VRayLight emanates from a virtual hemispherical or spherical dome larger than the scene extents regardless of the Dome light icon's size. Sphere – The VRayLight has the shape of a sphere. Plane – The VRayLight takes the shape of a planar rectangle. Type – Specifies the shape and function of the light: