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title: "Sun Light"
canonical: "https://documentation.chaos.com/space/VBLD/117638088/Sun%20Light"
format: markdown
---
This page provides information about the Sun in V-Ray for Blender.  Overview The V-Ray Sun and V-Ray Sky are special features which are provided by the V-Ray renderer. Developed to work together, the V-Ray Sun and V-Ray Sky reproduce the real-life sun and sky environment of the Earth. Both are coded so that they change their appearance depending on the direction of the V-Ray Sun. Properties Locations Certain parameters are only available as node inputs for the Sun Light. For optimal editing, open the light in the V-Ray Node Editor. Follow these steps to see all the parameter locations for this node: Data Properties: The Light properties in the Data Properties panel are available immediately when the light is created. V-Ray Node Editor: Select the light and switch to the  Shader  Node Tree in the V-Ray Node Editor Click on the  Use V-Ray Light Nodes  button that appears in the Node Editor toolbar This creates the Light Sun node in the V-Ray Node Editor. To adjust your view, use the middle mouse button to zoom in and pan. You can now find all parameters associated with the Light Sun node. Some are located on the node itself as input sockets. The rest can be found both in the  Node  menu in the V-Ray Node Editor right-hand panel and the  Data  tab. Viewport N Panel: In the viewport N-Panel, when you open the V-Ray tab, you can find quick settings for the V-Ray Sun Light. These are useful for basic quick setups of the V-Ray Sun Light. The render engine needs to be set to V-Ray for the V-Ray options to appear in the user interface. Click on the GIF to view it in full-size Node Input Sockets This section describes the input sockets of the node. Some sockets have dedicated parameters, which are further described below, and some sockets are just inputs. Transform  – Allows a  V-Ray Matrix  node to be connected to determine the Sun Light's rotation and scale. Ground albedo color  (input socket) – Allows a color node to determine the  Ground Albedo . Shadow color  (input socket) – Allows a color node to determine the  Shadow Color . General Enabled – Turns the sun light on and off. Intensity  – Specifies the brightness of the sun. Since the sun is very bright by default, you can use this parameter to reduce its effect. This option is not available with V-Ray GPU. Size  – Controls the visible size of the sun. This affects the appearance of the sun disc as seen by the camera and reflections, as well as the blurriness of the sun shadows. Color Mode  – This mode affects the way V-Ray hues the sun and sky light. Filter  – Shifts the V-Ray Sun and Sky hue towards the color specified by either the  Filter Color  or the  Temperature , depending on the  Color Temp Mode . Direct  – Determines the V-Ray Sun light color either through the  Filter Color  or the  Temperature , depending on the  Color Temp Mode . In this case, the light intensity is controlled by the  Intensity  multiplier and it does not depend on the Sun's position in the sky. Override  – Determines the color of the Sun light through either the  Filter Color  or the  Temperature , depending on the  Color Temp Mode . However the intensity is controlled by the position of the V-Ray Sun in the sky.  Color Temp Mode  –  Determines how the color of the light is controlled, either  Color  or  Temperature . Filter   Color  – When the Color Temp Mode is set to  Color , shifts the hue of the V-Ray Sun and Sky system towards the specified color. This option is not available with V-Ray GPU. Temperature  –  When the  Color Temp Mode  is set to  Temperature , this parameter controls the color of the light by degrees Kelvin. Sky Model  – Determines the procedural model used to generate the V-Ray Sky texture: Preetham et al.  – The VRaySky procedural texture is generated based on the Preetham et al. method. CIE Clear  – The VRaySky procedural texture is generated based on the CIE method for a clear sky. CIE Overcast  – The VRaySky procedural texture is generated based on the CIE method for a cloudy sky. Hosek et al.  – The VRaySky procedural texture is generated based on the Hosek et al. method.  PRG Clear Sky  – The VRaySky procedural texture is generated based on the Improved method which has enhanced sunrise and sunset sky. Ground Albedo  – Sets the color of the V-Ray Sun and Sky system's ground. A node can be connected to the input socket of this parameter. This option is not available with V-Ray GPU. Horiz Illum  – Specifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky. This parameter is enabled when one of the CIE Sky Models is selected. This option is not available with V-Ray GPU. Blend Angle  – Specifies the angle in degrees where blending occurs between the horizon line and sky. Values close to 0.0 produce a sharper horizon line, while larger values produce a softer horizon line. This option is not available with V-Ray GPU. Horizon Offset  – Allows the user to manually lower the horizon line. Turbidity  – Determines the amount of dust in the air, which in turn affects the color of the sun and sky. Smaller values produce a clear, blue sky and sun similar to what is seen in rural areas, while larger values make the sun and sky more yellow and orange as seen in a big city. This option is not available with V-Ray GPU. Ozone  – Affects the color of the sun light. Available in the range between 0.0 and 1.0. Smaller values make the sunlight more yellow, while larger values make it bluer. This option is not available with V-Ray GPU.  This option is unavailable for the PRG Clear Sky model . Altitude  – Controls the observer's altitude in meters. As the altitude increases, sky clarity improves, and the horizon line becomes less defined.  This option is only available for the PRG Clear Sky model . Clouds Clouds On  – Enables the cloud system. Ground Shadows  – When enabled, casts shadows from the clouds.  See the  Clouds Ground Shadows example  for more information . Density  – Controls the density of the cumulus and stratus types of clouds. A value of 1 fills up the sky with clouds.  See the  Clouds Density example  for more information. Density Multiplier – A multiplier to the  Density  parameter. The larger the value, the darker the sky becomes at the horizon. Setting a value of 0 results in no clouds, regardless of the Density value. Variety  – Controls the variety of the cumulus and stratus types of clouds.  See the  Clouds Variety example  for more information. Seed  – Generates a random value, based on the given number, to change the pattern of the clouds and the  Contrails . Cirrus Amount  – The maximum value of 1 fills the sky with cirrus clouds. Decreasing the value, lowers the presence of such clouds. When set to 0, the cirrus clouds are completely gone.  See the  Clouds Cirrus Amount example  for more information. Height (m)  – Determines the Clouds position in height.  See the  Clouds Height example  for more information. Thickness   (m)  – Lower values make the cumulus and stratus types of clouds thin and sheer/lucent, while higher values make them full and heavy.  See the  Clouds Thickness example  for more information. Longitude Offset   (m)  – Moves the cloud system by the  X  axis.  See the  Clouds Offset example  for more information. Latitude Offset (m)  – Moves the cloud system by the  Y  axis.  See the  Clouds Offset example  for more information. Longitude Phase (%)  – Controls the phase by the  X  axis, can be used to fine-tweak the cumulus and stratus clouds appearance. The appearance of the clouds loops at 0, 100, 200, etc. This parameter can be animated to resemble natural clouds appearance. Latitude Phase (%)  – Controls the phase by the  Y  axis. Can be used to fine-tweak the cumulus and stratus clouds appearance. The appearance of the clouds loops at 0, 100, 200, etc. This parameter can be animated to resemble natural clouds appearance. Enable Contrails  – When enabled, plane contrails are simulates in the sky. Number of Contrails  – Determines the number of contrails generated.  See the  Number of Contrails example  for more information. Contrails Strength  – Determines the opacity of the contrails. Lower values create less opaque trails, which look older.  See the  Contrails Strength example  for more information. Contrails Distortion  – Determines the amount of distortion in the contrails.  See the  Contrails Distortion example  for more details. Contrails Offset Longitude/Latitude (m)  – Offsets the contrails by a given value, according to the X or Y axis.  See the  Contrails Offset example  for more information. Contrails Time  – Determines how long along their way the planes are.  See the  Contrails Time animation  for more details. Example: Density The Density parameter controls the number of clouds in the sky. The higher the value, the more clouds appear in the render.  Density  = 0 Density  = 0.4 Click on the images to view them in full size. Density  = 0.8 Example: Variety This example shows the effect of the Variety parameter on the clouds' distribution and look. Variety  = 0 Variety  = 0.5 Click on the images to view them in full size. Variety  = 1 Example: Ground Shadows The Ground Shadows option controls whether or not the clouds cast shadows in the scene. Off On Example: Cirrus Amount This example shows how increasing the Cirrus Amount increases the appearance of the cirrus clouds in the render. Cirrus Amount  = 0 Cirrus amount  = 0.5 Click on the images to view them in full size. Cirrus amount  = 1 Example: Height (m) This example shows how the clouds change their position in the sky by increasing the Height (m) value. Height (m)  = 500 Height (m)  = 1000 Click on the images to view them in full size. Height (m)  = 1500 Example: Thickness (m) The Thickness (m) parameter specifies how full the clouds are. Lower values make them thinner and sheerer, while higher values make them look heavy.  Thickness (m)  = 200 Thickness (m)  = 500 Click on the images to view them in full size. Thickness (m)  = 800 Example: Offset The following example demonstrates how changing the Longitude Offset (m) and the Latitude Offset (m) parameters affects the appearance of the clouds. No offset Longitude Offset   (m)  = -250,  Latitude Offset (m)  = 0 Click on the images to view them in full size. Longitude Offset (m)  = -250,  Latitude Offset (m)  = 500 Example: Number of Contrails Note that the contrails are spread randomly across the sky. In most cases, the camera does not capture all of the contrails. Number of Contrails  = 5 Number of Contrails  = 20 Click on the images to view them in full size. Number of Contrails  = 40 Example: Contrails Strength This example shows how the Contrails Strength parameter makes the contrails more visible and prominent in the sky. Contrails Strength  = 0.1 Contrails Strength  = 0.5 Click on the images to view them in full size.   Contrails strength  = 1.0 Example: Contrails Distortion The Contrails Distortion parameter is used to achieve some variety in the trace line.  Contrails Distortion  = 0.1 Contrails Distortion  = 0.5 Click on the images to view them in full size. Contrails Distortion  = 1.0 Example: Contrails Offset The Contrails Offset Longitude (m) and the Contrails Offset Latitude (m) options introduce an offset along the X or Y direction in the sky.  Contrails Offset Longitude (m)  = 0,   Contrails Offset   Latitude (m)  = 0 Contrails Offset Longitude (m)  = 5000,  Contrails Offset Latitude (m)  = 0 Click on the images to view them in full size. Contrails Offset Longitude (m)  = 0,   Contrails Latitude Offset (m)  = 5000  Example: Contrails Time The frames in this animation show the  Contrails Time  parameter with values ranging between  0  and  2.0 , with a  Step  of  0.2 . Options Invisible  – When enabled, makes the sun invisible, both to the camera and to reflections. This is useful to prevent bright speckles on glossy surfaces where a ray with low probability hits the extremely bright sun disk. Affect Diffuse  – Determines whether the Sun affects the diffuse properties of the materials. Affect Specular  – Determines whether the Sun affects the specular of the materials. The multiplier controls the sun's contribution to specular reflections. Affect Atmospherics  – When enabled, the light influences the atmospheric effects in the scene. This option is not available with V-Ray GPU. Diffuse Contribution  – Controls the Sun's contribution to the diffuse illumination. Specular Contribution  – Controls the Sun's contribution to the specular reflection. Atmospherics Contribution  – Determines the amount of influence the light has on the atmospheric effects. LPE Label  – Allows a label to be assigned, which can be used to reference the light in a  Light Path Expression . This is especially useful when working with the  Light Select render element  to evaluate custom light contribution in the scene. Shadows Shadows  – When enabled, the objects in the scene cast shadows. Shadow Color – Specifies a color or a texture map for the shadows. A node can also be connected to this parameter socket. This option is not available with V-Ray GPU. Shadow Bias  – Moves the shadow toward or away from the shadow-casting object. Higher values move the shadow toward the object, while lower values move it away. If this value is too extreme, shadows can "leak" through places they shouldn't or "detach" from an object. Other effects from extreme values include moire patterns, out-of-place dark areas on surfaces, and shadows not appearing at all in the rendering. Atmos Shadows  – When enabled, the atmospheric effects in the scene cast shadows. This option is not available with V-Ray GPU. Photon Emission Photon Radius  – Determines the radius of the area in which photons are shot. This area is represented by the cylinder around the Sun's ray vector. This parameter has an effect when photons are used in caustics. Caustic Subdivs  – Used by V-Ray when calculating Caustics. Lower values mean more noisy results but render faster. Higher values produce smoother results but take more time. This option is not available with V-Ray GPU. Caustic Multiplier  – Used by V-Ray when calculating Caustics. This multiplier controls the brightness of the caustics. This option is not available with V-Ray GPU. Include/Exclude The Include/Exclude rollout is used to create a list of objects that can be excluded (or included) from the light's effects, such as illumination or shadow casting. You can Exclude or Include objects by selecting the corresponding mode, or leave it at None to affect all objects in the scene. From:  – Determines the light effect that the objects are included/excluded from. You can apply this list to both  Illumination/Shadow , or apply it only to  Illumination  or  Shadow Casting . You can add objects and collections by dragging and dropping them in this rollout or using the eyedropper tool  . The selected items are displayed in the  Objects List .