The VRayLight is a V-Ray specific light source object that can be used to create physically accurate area lights of different shapes. Shapes are selected through options when creating the light via 3ds Max's Create panel (or Create menu), or, after the light is created, through the 3ds Max Modify panel.

A Plane light is a rectangular light source. This type of light is suitable for representing some recessed ceiling lighting, accent lamps, and other area-dependent light sources. Its light cone can be adjusted with the Directional parameter in the Rectangle/disc rollout. See the Plane - Disc - Sphere Light page.


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A Disc light is a circular light source with functionality similar to that of a rectangular-shaped Plane light. Its light cone can be adjusted with the Directional parameter in the Rectangle/disc rollout. See the Plane - Disc - Sphere Light page.

A Dome light shines light evenly inward from an area shaped as a spherical or half-spherical dome that surrounds the entire scene. A dome light is commonly used with a high-dynamic range texture to shine light of various colors into the scene (image-based lighting). See the Dome Light page.

V-Ray for SketchUp offers a number of lights essential for a good render. Whether you are preparing an interior or exterior scene, you can find the appropriate lighting options in the V-Ray toolbar or in the Asset Editor.

Thank you soooo much! So the trick is here if I want it brighter or less bright I would play with the rectangle lights right? I never really used rectangle lights didnt think I would need them but I get its cruicial for light right?

HI, After you copy the light then on the right panel in light properties you have option to make unique. That will set your light unique and you can then edit it separately. You can select all the copied light and make unique and then it will create each light editable.

Imagine having a job where placing spotlights and other directional lights is something you do alot - and then imagine you are designing a tradeshow stand with a rig and 50 spotligts attached to that rig. The spotlights are imported as blocks - which is good - but now you have to manually insert 50 vray ies spotligts. This is time consuming and the solution seems so simple yet it is not possible.

Having lights as an ordinary object i Rhino to work in blocks has been requested since 2014 and I can see that there is no development on this. What is the forecast of this feature being implemented in R8?

Yes, the main problem is that Rhino does not allow lights in blocks as a whole. V-Ray lights are simply Rhino lights + some extra data. The reason for that is to be able to see them in the viewport. Certain lights have 100% match - Rectangular, Point, Directional and Spot lights are exactly the same, so we use them directly. This is important in order to be able to visually modify their properties in the viewport - like cone angle, penumbra, etc. That also includes the intensity, color, attenuation (coming soon)

As @tay.othman said - there are number of ways to overcome the issue with the automation. It basically means some sort of scripting - Python, Basic, C# or Grasshopper (which is just very inefficient C#). You just need to link up your BIM data (lights locations) with a couple of lines of python code.

V-Ray will also benefit from having lights in blocks. We have a very efficient light instancing in the renderer, so having 1 block with 100 lights instanced 100 times will render fast and efficient. However Rhino does not have that feature

@Jacob_Thuesen @Nikolay

How about exporting the tradeshow lighting fixtures geometry along with the associated lights as a .vrayscene and then embedding the ,vrayscene into a block. I have tested the .vrayscene ability to save lighting information and it should work.

I would recommend that you avoid seeing the light directly, as I am guessing the light does not get the same amount of geometry anti-aliasing. So, make the light invisible, then create a very glossy white rectangle (functioning as a reflector) right above it so that you cannot see through the fixture. I would then move the light so it is inside the box a little deeper / more recessed.

Get a good camera setting and put a very normal amount of lights in your scene (by normal I mean what would exist in the physical world), setup your glass to affect all channels and shadows so the sunlight finds its way into your scene, and I typically override the environment GI with a Vray sky map.

Portals only take the color from what's behind. I understand it as transporting light info (colors, intensity, etc) into the lit geometry. With a VRay Sky overall, portals or not wouldn't make any difference. (I'm tlaking about VRay plane lights on windows)

Might it be that before Gamma 2.2 LWF practices were commonplace that portals were necessary to drive light deeper into the interior scene and now that more people are running LWF that light naturally travels further into interior scenes?

Using portals will help drive light/color information into a your interior, but at the expense of severe noise.. On the other hand, you'll get better GI distribution and thus you can do with lower GI settings.

Sir pls can anyone help me with this vray information..i am looking for a skylight portal option in vray 5 3ds max there used to be an option for skylight portal in vray in the old versions have they removed that option in the new versions?.. if not where can I find them.

"With the Adaptive Dome Light, Skylight Portals are no longer needed. It automatically figures out which portions of the environment to sample and which ones to ignore. This makes it much easier to set up and much more efficient."

as in you would put in a Light Blocker (transparent box) and then place it where you dont want the area to be affected by light. and then you can adjust the fall off of the light blocker accordingly and other things.

Technically, V-Ray has had the ability to mix lights ever since the Light Select Render Element was introduced. And this previously required manual setup for each light (or group of lights), plus a trip to a compositing application to make the adjustments.

I'm trying to render an interior scene using Rhino + Vray. Vray supposedly is compatible with the lights you can create from Rhino (ie. Spotlight, Point Light, Rectangular Light...etc). I've had success with the Rectangular light but for some reason no matter what I do to the settings of the Spotlight, it refuses to produce any light.


So, I'm just wondering if there are any Vray gurus out there that can throw some advice my way about spotlights in vray.


Thanks

use Vray lights with IES files


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but ya i have found regular lights to be compatible, so maybe it is settings or you could ask at the support newsgroup and get your support from the source.

if you are using physical camera settings or the vray sun you will have to crank the multiplier on the spotlight WAY up. The rectangular light is best however. Check out the ASGVis forums for more help.

The first one on the toolbar is the Rectangle Light (Plane Light) and it is not really one of my favorites. You can add this light to your scene by clicking its icon and then clicking the area/plane in the model you want to place it in/on.

Make sure the light is also facing the direction you want it to illuminate, and that the size is right; bigger size = more light. You can always resize your Rectangle (Plane) Light using the Scale Tool & move it around/rotate using the Move Tool.

Just an update that this problem should be resolved in the latest/next release of VRay. We were having this problem here at Frantic as well and Vlado was kind enough to implement a fix for us (I think the problem had something to do with how vray communicated with the vray license server).

I hope the Enscape team will change the lighting system of Enscape to the lighting system of Vray. Because Vray lighting is more accurate, they have Watt/ Lumens/ Color Temperatures. And most importantly they have " Mesh Light " that works very well.

I agree with you that V-Ray lighting is very high quality, but also much more time & processing power-consuming than real time rendering. I do miss having lumens as an input value and I would also like to see more refined options for light power control.

Mesh lighting is very expensive in terms of render processing and is not likely to be included in real-time rendering as a light source. (see this topic for example Is this a lighting bug? How to solve it? Many versions have this problem.)

In maya, when creating a Vray rectangle light with Python, I am using the Maya createNode(type = "VRayLightRectShape") command. I am able to create the light, but it does not show up in the defaultLightSet group, I have to manually join it to the group, and even then, the light is not seen by any relationship editors such as the light linking editor. If I create another light, using the Maya GUI, then both my script created light and the new light will appear in the editors, but upon deleting the GUI created light, my script created light will also disappear from the light linking relationship editor. I am using Maya 2015. Am I missing a connection somewhere in the creation process? Thanks for the help.

With the V-Ray mesh lights, you need to create them by using the V-Ray Mesh Light tool in the V-Ray Lights palette. Create your cube, then select it and go to the V-Ray Mesh Light tool, then click anywhere on the modeling window. This is different from how we created lights from geometry previously with FormZ and RenderZone. I think it should also work using the older method you are describing, and I will report this as a bug.

With the Emissive material, or any object for that matter, you can hide it from rendering in V-Ray. Simply select the object(s) and go to Attributes > V-Ray Object Settings... Then UnCheck > Visible To Camera. This will render the Emitter light material of the object, but not the object itself. NOTE: It's worth mentioning that while emitter materials are great for quick lighting of self illuminating surfaces, they do have some limitations and are not as powerful nor as efficient (fast) rendering as a mesh light. 17dc91bb1f

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