In this chapter we'll cover the simplest light source in V-Ray - omni light. The omni light represents a point light source. It has parameters for the rate of decay and casting soft shadows (shadowRadius below).
Specific parameters Along with the common light parameters, the omni light has some that are specific for it:
areaSpeculars - If true, the hilights will match the shape of the light; if false, hilights will always be calculated as from a point light shadowRadius - The size of the light; 0.0 is a point light, larger values produces soft (area) shadows shadowRadius_tex - A float texture that if present will override the shadows radius parameter shadowSubdivs - Controls the number of samples used to compute lighting decay - Exponent for the distance decay function. The default is the inverse square law. 0 disables decay. For the full list of parameters, please refer to the LightOmni plugin description in API Reference Guides .
Example The following example illustrates the use of the LightOmni with area shadows.
Python <code data-v-c2b1f83f=""><span data-v-c2b1f83f="" class="line"># Compatibility with Python 2.7.</span><span data-v-c2b1f83f="" class="line">from __future__ import print_function</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line"># The directory containing the vray shared object should be present in the PYTHONPATH environment variable.</span><span data-v-c2b1f83f="" class="line"># Try to import the vray module from VRAY_SDK/python, if it is not in PYTHONPATH</span><span data-v-c2b1f83f="" class="line">import sys, os</span><span data-v-c2b1f83f="" class="line">VRAY_SDK = os.environ.get('VRAY_SDK')</span><span data-v-c2b1f83f="" class="line">if VRAY_SDK:</span><span data-v-c2b1f83f="" class="line"> sys.path.append(os.path.join(VRAY_SDK, 'python'))</span><span data-v-c2b1f83f="" class="line">import vray</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line">SCENE_PATH = os.path.join(os.environ.get('VRAY_SDK'), 'scenes')</span><span data-v-c2b1f83f="" class="line"># Change process working directory to SCENE_PATH in order to be able to load relative scene resources.</span><span data-v-c2b1f83f="" class="line">os.chdir(SCENE_PATH)</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line"># The renderer is automatically closed after the `with` block.</span><span data-v-c2b1f83f="" class="line">with vray.VRayRenderer() as renderer:</span><span data-v-c2b1f83f="" class="line"> # Register a simple log callback. Always useful for debugging.</span><span data-v-c2b1f83f="" class="line"> def dumpMsg(renderer, message, level, instant):</span><span data-v-c2b1f83f="" class="line"> if level == vray.LOGLEVEL_ERROR:</span><span data-v-c2b1f83f="" class="line"> print("[ERROR]", message)</span><span data-v-c2b1f83f="" class="line"> elif level == vray.LOGLEVEL_WARNING:</span><span data-v-c2b1f83f="" class="line"> print("[Warning]", message)</span><span data-v-c2b1f83f="" class="line"> elif level == vray.LOGLEVEL_INFO:</span><span data-v-c2b1f83f="" class="line"> print("[info]", message)</span><span data-v-c2b1f83f="" class="line"> # Uncomment for testing, but you might want to ignore these in real code</span><span data-v-c2b1f83f="" class="line"> #else: print("[debug]", message)</span><span data-v-c2b1f83f="" class="line"> renderer.setOnLogMessage(dumpMsg)</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line"> # Load scene from a file.</span><span data-v-c2b1f83f="" class="line"> renderer.load(os.path.join(SCENE_PATH, 'lighting.vrscene'))</span><span data-v-c2b1f83f="" class="line"> # Remove original light source from the scene.</span><span data-v-c2b1f83f="" class="line"> del renderer.plugins["VRayLightDomeShape1"]</span><span data-v-c2b1f83f="" class="line"> # LightOmni is a light source plugin that can be used to create physically accurate </span><span data-v-c2b1f83f="" class="line"> # omnidirectional lights that cast rays in all directions from a single source.</span><span data-v-c2b1f83f="" class="line"> light = renderer.classes.LightOmni()</span><span data-v-c2b1f83f="" class="line"> # Specify the light position, rotation and scale.</span><span data-v-c2b1f83f="" class="line"> light.transform = vray.Transform(</span><span data-v-c2b1f83f="" class="line"> vray.Matrix(</span><span data-v-c2b1f83f="" class="line"> vray.Vector(1.0, 0, 0),</span><span data-v-c2b1f83f="" class="line"> vray.Vector(0, 1.0, 0),</span><span data-v-c2b1f83f="" class="line"> vray.Vector(0, 0, 1.0)),</span><span data-v-c2b1f83f="" class="line"> vray.Vector(0, 100.7851212422053, 48.17329059810792))</span><span data-v-c2b1f83f="" class="line"> # Specify the light intensity based on the 'units' parameter.</span><span data-v-c2b1f83f="" class="line"> light.intensity = 44000</span><span data-v-c2b1f83f="" class="line"> # Specify the size of the light for shadows. The light is not directly visible to the camera.</span><span data-v-c2b1f83f="" class="line"> # This parameter controls the softness of the shadows. A value of 0.0 produces a point light. Larger values result in soft (area) shadows.</span><span data-v-c2b1f83f="" class="line"> light.shadowRadius = 1.2</span><span data-v-c2b1f83f="" class="line"> # Specify shadow offset from the surface. Helps to prevent polygonal shadow artifacts on low-poly surfaces.</span><span data-v-c2b1f83f="" class="line"> light.shadowBias = 0.02</span><span data-v-c2b1f83f="" class="line"> # Specify a threshold for the light intensity, below which the light will</span><span data-v-c2b1f83f="" class="line"> # not be computed. This can be useful in scenes with many lights, where you</span><span data-v-c2b1f83f="" class="line"> # want to limit the effect of the lights to some distance around them.</span><span data-v-c2b1f83f="" class="line"> # Larger values cut away more from the light; lower values make the light</span><span data-v-c2b1f83f="" class="line"> # range larger. If you specify 0.0, the light will be calculated for all surfaces.</span><span data-v-c2b1f83f="" class="line"> light.cutoffThreshold = 0.005</span><span data-v-c2b1f83f="" class="line"> # Specify that the bumped normal should be used to check if the light direction is below the surface.</span><span data-v-c2b1f83f="" class="line"> light.bumped_below_surface_check = True</span><span data-v-c2b1f83f="" class="line"> # Start rendering.</span><span data-v-c2b1f83f="" class="line"> renderer.startSync()</span><span data-v-c2b1f83f="" class="line"> # Wait for rendering to end.</span><span data-v-c2b1f83f="" class="line"> renderer.waitForRenderEnd()</span></code>
C++ <code data-v-c2b1f83f=""><span data-v-c2b1f83f="" class="line">#define VRAY_RUNTIME_LOAD_PRIMARY</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line">#include "vraysdk.hpp"</span><span data-v-c2b1f83f="" class="line">#include "vrayplugins.hpp"</span><span data-v-c2b1f83f="" class="line">#include "utils.h"</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line">using namespace VRay;</span><span data-v-c2b1f83f="" class="line">using namespace VRay::Plugins;</span><span data-v-c2b1f83f="" class="line">using namespace std;</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line">const char *BASE_PATH = getenv("VRAY_SDK");</span><span data-v-c2b1f83f="" class="line">string SCENE_PATH = (BASE_PATH ? string(BASE_PATH) : string(".")) + PATH_DELIMITER + "scenes";</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line">int main() {</span><span data-v-c2b1f83f="" class="line"> // Change process working directory to SCENE_PATH in order to be able to load relative scene resources.</span><span data-v-c2b1f83f="" class="line"> changeCurrentDir(SCENE_PATH.c_str());</span><span data-v-c2b1f83f="" class="line"> // Load V-Ray SDK library.</span><span data-v-c2b1f83f="" class="line"> VRayInit init(NULL, true);</span><span data-v-c2b1f83f="" class="line"> // Create an instance of VRayRenderer with default options.</span><span data-v-c2b1f83f="" class="line"> // The renderer is automatically closed at the end of the current scope.</span><span data-v-c2b1f83f="" class="line"> VRayRenderer renderer;</span><span data-v-c2b1f83f="" class="line"> // It's recommended to always have a console log</span><span data-v-c2b1f83f="" class="line"> renderer.setOnLogMessage(logMessage);</span><span data-v-c2b1f83f="" class="line"> // Load scene from a file.</span><span data-v-c2b1f83f="" class="line"> renderer.load("lighting.vrscene");</span><span data-v-c2b1f83f="" class="line"> // Remove original light source from the scene.</span><span data-v-c2b1f83f="" class="line"> renderer.deletePlugin("VRayLightDomeShape1");</span><span data-v-c2b1f83f="" class="line"> // LightOmni is a light source plugin that can be used to create physically accurate </span><span data-v-c2b1f83f="" class="line"> // omnidirectional lights that cast rays in all directions from a single source.</span><span data-v-c2b1f83f="" class="line"> LightOmni light = renderer.newPlugin<LightOmni>();</span><span data-v-c2b1f83f="" class="line"> // Specify the light position, rotation and scale.</span><span data-v-c2b1f83f="" class="line"> light.set_transform(Transform(</span><span data-v-c2b1f83f="" class="line"> Matrix(</span><span data-v-c2b1f83f="" class="line"> Vector(1.0, 0.0, 0.0),</span><span data-v-c2b1f83f="" class="line"> Vector(0.0, 1.0, 0.0),</span><span data-v-c2b1f83f="" class="line"> Vector(0.0, 0.0, 1.0)),</span><span data-v-c2b1f83f="" class="line"> Vector(0.0, 100.7851212422053, 48.17329059810792)));</span><span data-v-c2b1f83f="" class="line"> // Specify the light intensity based on the 'units' parameter.</span><span data-v-c2b1f83f="" class="line"> light.set_intensity(44000);</span><span data-v-c2b1f83f="" class="line"> // Specify the size of the light for shadows. The light is not directly visible to the camera.</span><span data-v-c2b1f83f="" class="line"> // This parameter controls the softness of the shadows. A value of 0.0 produces a point light. Larger values result in soft (area) shadows.</span><span data-v-c2b1f83f="" class="line"> light.set_shadowRadius(1.2f);</span><span data-v-c2b1f83f="" class="line"> // Specify shadow offset from the surface. Helps to prevent polygonal shadow artifacts on low-poly surfaces.</span><span data-v-c2b1f83f="" class="line"> light.set_shadowBias(0.02f);</span><span data-v-c2b1f83f="" class="line"> // Specify a threshold for the light intensity, below which the light will</span><span data-v-c2b1f83f="" class="line"> // not be computed. This can be useful in scenes with many lights, where you</span><span data-v-c2b1f83f="" class="line"> // want to limit the effect of the lights to some distance around them.</span><span data-v-c2b1f83f="" class="line"> // Larger values cut away more from the light; lower values make the light</span><span data-v-c2b1f83f="" class="line"> // range larger. If you specify 0.0, the light will be calculated for all surfaces.</span><span data-v-c2b1f83f="" class="line"> light.set_cutoffThreshold(0.005f);</span><span data-v-c2b1f83f="" class="line"> // Specify that the bumped normal should be used to check if the light direction is below the surface.</span><span data-v-c2b1f83f="" class="line"> light.set_bumped_below_surface_check(true);</span><span data-v-c2b1f83f="" class="line"> // Start rendering.</span><span data-v-c2b1f83f="" class="line"> renderer.startSync();</span><span data-v-c2b1f83f="" class="line"> // Wait for rendering to end.</span><span data-v-c2b1f83f="" class="line"> renderer.waitForRenderEnd();</span><span data-v-c2b1f83f="" class="line"> return 0;</span><span data-v-c2b1f83f="" class="line">}</span></code>
C#.NET <code data-v-c2b1f83f=""><span data-v-c2b1f83f="" class="line">using System;</span><span data-v-c2b1f83f="" class="line">using System.IO;</span><span data-v-c2b1f83f="" class="line">using VRay;</span><span data-v-c2b1f83f="" class="line">using VRay.Plugins;</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line">namespace _02_omni</span><span data-v-c2b1f83f="" class="line">{</span><span data-v-c2b1f83f="" class="line"> class Program</span><span data-v-c2b1f83f="" class="line"> {</span><span data-v-c2b1f83f="" class="line"> static void Main(string[] args)</span><span data-v-c2b1f83f="" class="line"> {</span><span data-v-c2b1f83f="" class="line"> string SCENE_PATH = Path.Combine(Environment.GetEnvironmentVariable("VRAY_SDK"), "scenes");</span><span data-v-c2b1f83f="" class="line"> // Change process working directory to SCENE_PATH in order to be able to</span><span data-v-c2b1f83f="" class="line"> // load relative scene resources.</span><span data-v-c2b1f83f="" class="line"> Directory.SetCurrentDirectory(SCENE_PATH);</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line"> // Create an instance of VRayRenderer with default options. The renderer is automatically closed after the `using` block.</span><span data-v-c2b1f83f="" class="line"> using (VRayRenderer renderer = new VRayRenderer())</span><span data-v-c2b1f83f="" class="line"> {</span><span data-v-c2b1f83f="" class="line"> // Add a listener for any type of log message.</span><span data-v-c2b1f83f="" class="line"> renderer.LogMessage += new EventHandler<MessageEventArgs>((source, e) =></span><span data-v-c2b1f83f="" class="line"> {</span><span data-v-c2b1f83f="" class="line"> // You can remove the if for testing, but you might want to ignore Debug in real code</span><span data-v-c2b1f83f="" class="line"> if (e.LogLevel != LogLevelType.Debug)</span><span data-v-c2b1f83f="" class="line"> {</span><span data-v-c2b1f83f="" class="line"> Console.WriteLine(String.Format("[{0}] {1}", e.LogLevel.ToString(), e.Message));</span><span data-v-c2b1f83f="" class="line"> }</span><span data-v-c2b1f83f="" class="line"> });</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line"> // Load scene from a file.</span><span data-v-c2b1f83f="" class="line"> renderer.Load("lighting.vrscene");</span><span data-v-c2b1f83f="" class="line"> // Remove original light source from the scene.</span><span data-v-c2b1f83f="" class="line"> renderer.DeletePlugin("VRayLightDomeShape1");</span><span data-v-c2b1f83f="" class="line"> // LightOmni is a light source plugin that can be used to create physically accurate </span><span data-v-c2b1f83f="" class="line"> // omnidirectional lights that cast rays in all directions from a single source.</span><span data-v-c2b1f83f="" class="line"> LightOmni light = renderer.NewPlugin<LightOmni>();</span><span data-v-c2b1f83f="" class="line"> // Specify the light position, rotation and scale.</span><span data-v-c2b1f83f="" class="line"> light.Transform = new Transform(</span><span data-v-c2b1f83f="" class="line"> new Matrix(</span><span data-v-c2b1f83f="" class="line"> new Vector(1.0, 0, 0),</span><span data-v-c2b1f83f="" class="line"> new Vector(0, 1.0, 0),</span><span data-v-c2b1f83f="" class="line"> new Vector(0, 0, 1.0)),</span><span data-v-c2b1f83f="" class="line"> new Vector(0, 100.7851212422053, 48.17329059810792));</span><span data-v-c2b1f83f="" class="line"> // Specify the light intensity based on the 'units' parameter.</span><span data-v-c2b1f83f="" class="line"> light.Intensity = 44000;</span><span data-v-c2b1f83f="" class="line"> // Specify the size of the light for shadows. The light is not directly visible to the camera.</span><span data-v-c2b1f83f="" class="line"> // This parameter controls the softness of the shadows. A value of 0.0 produces a point light. Larger values result in soft (area) shadows.</span><span data-v-c2b1f83f="" class="line"> light.ShadowRadius = 1.2F;</span><span data-v-c2b1f83f="" class="line"> // Specify shadow offset from the surface. Helps to prevent polygonal shadow artifacts on low-poly surfaces.</span><span data-v-c2b1f83f="" class="line"> light.ShadowBias = 0.02F;</span><span data-v-c2b1f83f="" class="line"> // Specify a threshold for the light intensity, below which the light will</span><span data-v-c2b1f83f="" class="line"> // not be computed. This can be useful in scenes with many lights, where you</span><span data-v-c2b1f83f="" class="line"> // want to limit the effect of the lights to some distance around them.</span><span data-v-c2b1f83f="" class="line"> // Larger values cut away more from the light; lower values make the light</span><span data-v-c2b1f83f="" class="line"> // range larger. If you specify 0.0, the light will be calculated for all surfaces.</span><span data-v-c2b1f83f="" class="line"> light.CutoffThreshold = 0.005F;</span><span data-v-c2b1f83f="" class="line"> // Specify that the bumped normal should be used to check if the light direction is below the surface.</span><span data-v-c2b1f83f="" class="line"> light.BumpedBelowSurfaceCheck = true;</span><span data-v-c2b1f83f="" class="line"> // Start rendering.</span><span data-v-c2b1f83f="" class="line"> renderer.StartSync();</span><span data-v-c2b1f83f="" class="line"> // Wait for rendering to end.</span><span data-v-c2b1f83f="" class="line"> renderer.WaitForRenderEnd();</span><span data-v-c2b1f83f="" class="line"> }</span><span data-v-c2b1f83f="" class="line"> }</span><span data-v-c2b1f83f="" class="line"> }</span><span data-v-c2b1f83f="" class="line">}</span><span data-v-c2b1f83f="" class="line"></span></code>
Node.js <code data-v-c2b1f83f=""><span data-v-c2b1f83f="" class="line">var path = require('path');</span><span data-v-c2b1f83f="" class="line">var vray = require(path.join(process.env.VRAY_SDK, 'node', 'vray'));</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line">var SCENE_PATH = path.join(process.env.VRAY_SDK, 'scenes');</span><span data-v-c2b1f83f="" class="line">// Change process working directory to SCENE_PATH in order to be able to load relative scene resources.</span><span data-v-c2b1f83f="" class="line">process.chdir(SCENE_PATH);</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line">// Create an instance of VRayRenderer with default options.</span><span data-v-c2b1f83f="" class="line">var renderer = vray.VRayRenderer();</span><span data-v-c2b1f83f="" class="line">// It's recommended to always have a console log callback</span><span data-v-c2b1f83f="" class="line">renderer.on("logMessage", function(message, level, instant) {</span><span data-v-c2b1f83f="" class="line"> if (level == vray.LOGLEVEL_ERROR)</span><span data-v-c2b1f83f="" class="line"> console.log("[ERROR] ", message);</span><span data-v-c2b1f83f="" class="line"> else if (level == vray.LOGLEVEL_WARNING)</span><span data-v-c2b1f83f="" class="line"> console.log("[Warning] ", message);</span><span data-v-c2b1f83f="" class="line"> else if (level == vray.LOGLEVEL_INFO)</span><span data-v-c2b1f83f="" class="line"> console.log("[info] ", message);</span><span data-v-c2b1f83f="" class="line"> // Uncomment for testing, but you might want to ignore these in real code</span><span data-v-c2b1f83f="" class="line"> //else console.log("[debug] ", message);</span><span data-v-c2b1f83f="" class="line">});</span><span data-v-c2b1f83f="" class="line"></span><span data-v-c2b1f83f="" class="line">// Load scene from a file asynchronously.</span><span data-v-c2b1f83f="" class="line">renderer.load("lighting.vrscene", function(err) {</span><span data-v-c2b1f83f="" class="line"> if (err) throw err;</span><span data-v-c2b1f83f="" class="line"> // Remove original light source from the scene.</span><span data-v-c2b1f83f="" class="line"> delete renderer.plugins["VRayLightDomeShape1"];</span><span data-v-c2b1f83f="" class="line"> // LightOmni is a light source plugin that can be used to create physically accurate </span><span data-v-c2b1f83f="" class="line"> // omnidirectional lights that cast rays in all directions from a single source.</span><span data-v-c2b1f83f="" class="line"> var light = renderer.classes.LightOmni();</span><span data-v-c2b1f83f="" class="line"> // Specify the light position, rotation and scale.</span><span data-v-c2b1f83f="" class="line"> light.transform = vray.Transform(</span><span data-v-c2b1f83f="" class="line"> vray.Matrix(</span><span data-v-c2b1f83f="" class="line"> vray.Vector(1.0, 0, 0),</span><span data-v-c2b1f83f="" class="line"> vray.Vector(0, 1.0, 0),</span><span data-v-c2b1f83f="" class="line"> vray.Vector(0, 0, 1.0)),</span><span data-v-c2b1f83f="" class="line"> vray.Vector(0, 100.7851212422053, 48.17329059810792));</span><span data-v-c2b1f83f="" class="line"> // Specify the light intensity based on the 'units' parameter.</span><span data-v-c2b1f83f="" class="line"> light.intensity = 44000;</span><span data-v-c2b1f83f="" class="line"> // Specify the size of the light for shadows. The light is not directly visible to the camera.</span><span data-v-c2b1f83f="" class="line"> // This parameter controls the softness of the shadows. A value of 0.0 produces a point light. Larger values result in soft (area) shadows.</span><span data-v-c2b1f83f="" class="line"> light.shadowRadius = 1.2;</span><span data-v-c2b1f83f="" class="line"> // Specify shadow offset from the surface. Helps to prevent polygonal shadow artifacts on low-poly surfaces.</span><span data-v-c2b1f83f="" class="line"> light.shadowBias = 0.02;</span><span data-v-c2b1f83f="" class="line"> // Specify a threshold for the light intensity, below which the light will</span><span data-v-c2b1f83f="" class="line"> // not be computed. This can be useful in scenes with many lights, where you</span><span data-v-c2b1f83f="" class="line"> // want to limit the effect of the lights to some distance around them.</span><span data-v-c2b1f83f="" class="line"> // Larger values cut away more from the light; lower values make the light</span><span data-v-c2b1f83f="" class="line"> // range larger. If you specify 0.0, the light will be calculated for all surfaces.</span><span data-v-c2b1f83f="" class="line"> light.cutoffThreshold = 0.005;</span><span data-v-c2b1f83f="" class="line"> // Specify that the bumped normal should be used to check if the light direction is below the surface.</span><span data-v-c2b1f83f="" class="line"> light.bumped_below_surface_check = true;</span><span data-v-c2b1f83f="" class="line"> // Start rendering.</span><span data-v-c2b1f83f="" class="line"> renderer.start(function(err) {</span><span data-v-c2b1f83f="" class="line"> if (err) throw err;</span><span data-v-c2b1f83f="" class="line"> // Wait for rendering to end.</span><span data-v-c2b1f83f="" class="line"> renderer.waitForRenderEnd(function() {</span><span data-v-c2b1f83f="" class="line"> renderer.close();</span><span data-v-c2b1f83f="" class="line"> });</span><span data-v-c2b1f83f="" class="line"> });</span><span data-v-c2b1f83f="" class="line">});</span></code>
Result The scene used for this render is called "Lighting_Omni.vrscene" and can be found in the scene bundle (comments on the different parameters available inside).