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title: "Plane - Disc - Sphere Light"
canonical: "https://documentation.chaos.com/space/VMAX/113587751/Plane%20-%20Disc%20-%20Sphere%20Light"
format: markdown
---
The Plane, Disc, and Sphere are each a type of VRayLight with similar options. Overview Plane, Disc, and Sphere lights are types of  VRayLight  objects. These are good general-purpose V-Ray lights for lighting scenes to simulate real-world light sources like lamps and ceiling lights. ||V-Ray Toolbar|| >  V-Ray Plane/Sphere/Disc Light  button > Click and drag in a viewport ||V-Ray menu|| >  Create  >  Lights  >  V-Ray Plane/Sphere Light ||Create menu|| >  Lights  >  V-Ray  >  V-Ray Plane/Sphere Light  > Click and drag in a viewport ||Command panel|| >  Create  tab >  Lights  >   Choose  V-Ray  from dropdown   >  VRayLight  > Click and drag in a viewport  For disc and plane lights, press the  Alt  key while creating the light to point it in a backward direction of the plane. Sample Uses By default, V-Ray renders the light source if it is seen in the camera, as shown in the examples below. To render without seeing the light source, enable the light's  lnvisible  option. Note:  When a  Plane ,  Disc , or  Sphere  light is visible in the rendering, aliasing at the edges of the light source can occur.  Lens Effects  such as the Bloom Effect (as used in the example images below) and Glare Effect are one way to hide the aliasing, while another is the use of a  VRaySoftBox  map.  For information on the cause of the aliasing and solutions for it, see  Notes  below.   Plane  lights in viewport   Plane  lights rendering (with slight  Bloom Effect )   Disc  lights in viewport   Disc  lights rendering (with slight  Bloom Effect )   Sphere  lights as light bulbs in hanging fixture   Sphere  lights rendering (with slight  Bloom Effect ) General Rollout On  – Turns the VRayLight on and off. Type  – Specifies the shape and function of the light: Plane  – The VRayLight takes the shape of a planar rectangle. Sphere  – The VRayLight has the shape of a sphere. Dome  – The VRayLight emanates from a spherical or hemispherical dome around the scene extents. See the  Dome Light  page. Mesh  – Allows the usage of any mesh object as the shape of the light. See the  Mesh Light  page. Disc  – The VRayLight takes the shape of a planar disc. Targeted  – When enabled, a separate target object is attached to the light source. This target object can be moved separately from the light source, making it easier to point the light within the scene. The value specifies the distance from the light source to the target. While any type of VRayLight can have a target, the target is truly useful only with  Plane  and  Disc  lights. This option can be changed only in the Modify tab. Length  – The length of a  Plane  light source, measured in scene units. Width  – The width of the  Plane  light source, measured in scene units. Using the  length ,  width  or  V size  parameters is the recommended method for controlling the light's size. Avoid scaling the light. Uniform scaling can be used when the scene needs to be scaled up or down, but non-uniform scaling produces skewed or elliptical shapes, which may produce incorrect results. Radius  – The radius of the  Sphere  or  Disc  light source, measured in scene units. Note : The size of the light source sometimes affects the light's intensity, shadows, and light diffusion depending on what is selected for the  Units  parameter.  For more information, see the  Example: Light Source Size and Shadow Crispness  and the  Example: Light Size and Intensity . Units  – Specifies the light units. Using correct units is essential when you work with the  VRayPhysicalCamera . The light automatically takes the scene's unit scale into consideration to produce the correct result for the scale you are working with. The possible values are: Default (image)  – The color and multiplier directly determine the visible color of the light without any conversion. 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). Luminous power (lm)  – Total emitted visible light power measured in lumens. When this setting is used, the intensity of the light does not depend on its size. A typical 100W incandescent light bulb emits about 1500 lms of light. Luminance (lm/m²/sr)  – Visible light surface power measured in lumens per square meter per steradian. When this setting is used, the intensity of the light depends on its size.   Radiant power (W)  – Total emitted visible light power measured in watts. When using this setting, the intensity of the light does not depend on its size. Keep in mind that this is not the same as the electric power consumed by a light bulb for example. A typical 100W light bulb only emits between 2 and 3 watts as visible light.   Radiance (W/m²/sr)  – Visible light surface power measured in watts per square meter per steradian. When this setting is used, the intensity of the light depends on its size. Multiplier  – Multiplier for the light color, and also the light intensity for some  Units  settings. Mode  – Specifies the mode in which the color of the light is determined: Color  – Тhe  Color  swatch specifies the color of the light rays and of the light source itself when visible in renderings. For  Units  settings other than  Default (image) , this color is normalized so that only the color hue is used.   Temperature  – Тhe color of both light rays and the light source itself is specified by the  Temperature  value expressed in Kelvin. Map  – Enables the use of a texture for the light surface when a  Plane  or  Disc  light type is used. The button under this option selects the map to use. The texture intensity is also affected by the  Multiplier  value. The light uses the texture's alpha as opacity map. Example: Light Source Size and Shadow Crispness   The following images show how the size of a Sphere light source affects shadows. Larger light sources produce blurrier shadows, while smaller light sources produce sharper shadows:   Radius  =  0.5 ;  Units  set to  Luminous power (lm)   Radius  =  1.0 ;  Units  set to  Luminous power (lm)   Radius  =  2.0 ;  Units  set to  Luminous power (lm) Example: Light Size and Intensity   In the previous example, the light emitted by the light in all images is of the same intensity regardless of the light source's size. This is because the light's  Units  were set to  Luminous power (lm) , which doesn't depend on the light source size for intensity. Both the  Luminous power (lm)  and  Radiant power (W)  settings allow the light source to retain the same intensity regardless of the light source's size. The same is not true for other  Units  settings. With the  Default (image) ,  Luminance (lm/m²/sr)  and  Radiance (W/m²/sr)  settings, the light's intensity is directly affected by the size of the light source.   Radius  =  0.5 ;  Units  = Default (image)   Radius  =  1.0 ;  Units  = Default (image)   Radius  =  2.0 ;  Units  = Default (image) Rectangle/Disc Light Rollout This rollout is only available when the  Type  is set to  Plane  or  Disc . Directional  – By default, the light from the Plane or Disc light is spread out equally in all directions on the side in which the light points. As this parameter is increased toward a value of 1.0, the spread narrows, making the light more directional. A value of 0 (default) makes the light shine in all directions around the light source. A value of 0.5 pushes the light cone to a 45-degree angle, and a value of 1.0 (maximum) makes a 90-degree light cone.  For more information, see the  Directional Spread example . Directional   strength  – Controls the blend between diffuse distribution and directional distribution. For example, setting the directional strength to 0.9 makes the light emit a portion of its energy (i.e. 10 percent) with diffuse distribution. This makes the light visible from the side in the reflections. Preview  – Allows the light's spread angle to be seen as a wireframe in the viewport, as it is set by the light's  Directional  parameter. Always  – The preview is always displayed.  Selected  – The preview is displayed only when the light is selected.  Never  – The preview is never displayed. Example: Directional Spread The  Directional  parameter controls the spread of the Plane or Disc light. A value of  0  produces the maximum spread of light in all directions as seen in figure 1, while a value of  1  creates a narrow light beam as seen in figure 3. Plane light with Directional =  0 ,  0.5 ,  1.0 Preview = Always The following example shows the effect of the  Directional  parameter. Note that the plane light itself appears to turn black as the value approaches  1.0 . This is due to the simplified directional distribution. The light is forced  only  in the forward direction, so the plane appears dark when viewed from the side. This phenomenon does not occur with real-world lights because they exhibit more complex directional distribution. Directional =  0.0 Directional =  0.6 Directional =   0.8 Directional =  1.0 Options Rollout A dropdown menu allows you to select the include/exclude mode: Include/Exclude list Exclude layers Exclude object IDs Exclude  – (available for Include/Exclude list mode) Opens the 3ds Max Exclude/Include window for selection of objects to be excluded or included in illumination and/or shadow-casting for this light.   +  – (available for Include/Exclude list mode) Adds objects to the Incl/Excl list by picking them in the viewport. -  – (available for Include/Exclude list mode) Removes objects from the Incl/Excl list by picking them in the viewport. Exclude Layers  –  (available for Exclude layers mode)  Opens the Include/Exclude layers window for selection of layers to be excluded or included. You can also specify whether the Illumination, Shadow casting or both to be affected. Exclude object IDs  –  (available for Exclude object IDs mode)  Allows you to select objects to be excluded based on their object IDs. Cast shadows  – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light. Double-sided  – When the light is a Plane or Disc type, this option controls whether light is beamed from both sides of the light icon. This field has no effect for Sphere type of light source.  For more information, see  The Single-Sided vs Double-Sided Lights example . Invisible  – Controls whether the shape of the light source is visible in the rendered image. When this option is disabled, the light source is rendered in the color specified by the  Color  or  Temperature  setting in the Intensity rollout. This option only affects the visibility of the light when seen directly by the camera or through refractions. The visibility of the light with respect to reflections is controlled by the  Affect reflections  option. Note : Regardless of whether this option is enabled, the light source is still taken into account by Global Illumination calculations, which might cause secondary GI rays to be blocked by or bounced off the light's surface. To make the light completely invisible to GI, place a  VRayColor  texture map into the light's texture slot and set the  alpha  value for the VRayColor map to 0.0. Occlude other lights  –  Controls the behavior of invisible lights in relation to other light sources. When enabled, the light blocks the lighting from other lights as if it's visible. Also in reflections the light behaves as it's visible and occludes other lights. When disabled, the light is transparent for other lights and does not occlude them. This option doesn't affect visible lights (as they always occlude other lights) and dome lights (which are always additive). Affect diffuse  – Determines whether the light affects the diffuse portion of the materials. The  value  controls the light's contribution to the diffuse portion of the materials. Affect specular  – Determines whether the light affects the specular portion of the materials. The value controls the light's contribution to specular reflections. Affect reflections  – Specifies whether the light source appears in reflections. Affect atmospherics  - Specifies whether the light influences the atmospheric effects in the scene. The value determines the amount of involvement. Example: Single-Sided vs Double-Sided Lights   This example demonstrates how a  Plane  light is affected when the  Double-sided  option on the Options rollout is enabled or disabled. The light is pointed away from the hallway. The VRayLight in the viewport. disabled enabled Sampling Rollout Shadow bias  – This value moves the shadow toward or away from the shadow-casting object (or objects). Higher values move the shadow toward the object(s), 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. Cutoff  – Specifies a threshold for the light's intensity, cutting off the light's effect on a surface when it falls below this value. Lights lose intensity due to GI bouncing or decay. When light hits a surface but its intensity falls below the cutoff, the effect of the light on that surface is not computed. This can be useful in scenes with many lights, where you want to limit the effect of the lights to some distance around them or reduce computations (and thus reduce rendering time) where the light's impact is negligible. Larger values limit the light's effect on objects to a smaller area around the light source, while lower values increase the range of the light's effect. If you specify 0.0, there is no cutoff and the light is calculated for all surfaces regardless of intensity loss. The default value is 0.001.  This parameter is not available when the renderer is set to GPU. Tex resolution  – Specifies the resolution at which the texture is resampled for importance sampling. Decay Rollout The Decay parameters determine how the light fades in and out. The  Near Decay  determines how light fades in. The light isn't at its maximum value at its source, but instead gradually increases until it reaches the  Near end . The  Far Decay  determines how light fades out. The light isn't at its maximum value at its end, but instead gradually decreases after the  Far start . Near on  – Toggles near decay on and off.  See the and the  Near decay end  examples for more information. Near start  – Determines where the fade in starts. Anything before this point is rendered dark.  See the  Near decay start  example. Near end  – Determines where the fade in ends. After this threshold, the light is at its full value.  See the  Near decay end  example. Far on  – Toggles far decay on and off.   Far start  – Determines where the fade off starts.  See the  Far decay start  example. Far end  – Determines where the light reaches a value of 0, i.e. completely fades off.  See the  Far decay end  example. Preview  - Determines whether light decay is visible in the viewport.  Refer to the  Preview Gizmo graphic  to see how the Preview looks in the viewport . Selected  – Light decay is visible only when the light is selected. Always  – Light decay is always visible in the viewport, even when the light is not selected. Never  – Light decay is not visible in the viewport. Preview Gizmo Example: Near Decay Start This example shows the variances achieved by changing the Near decay start parameters only.    Near decay start 10, Near decay end 60 Near decay start 30, Near decay end 60 Near decay start 50, Near decay end 60 Example: Near Decay End This example shows the variances achieved by changing the Near decay end parameters only. Near decay start 0, Near decay end 10 Near decay start 0, Near decay end 30 Near decay start 0, Near decay end 50 Example: Far Decay Start This example shows the variances achieved by changing the Far decay start parameters only. Far decay start 10, Far decay end 60 Far decay start 30, Far decay end 60 Far decay start 50, Far decay end 60 Example: Far Decay End This example shows the variances achieved by changing the Far decay end parameters only. Far decay start 60, Far decay end 60 Far decay start 60, Far decay end 100 Far decay start 60, Far decay end 120 Example: Near and Far Decay This example shows some artistic lighting results achieved by using both Near and Far decay options. Near decay start 0, Near decay end 15, Far decay start 30, Far decay end 60 Near decay start 20, Near decay end 35, Far decay start 40, Far decay end 55 Near decay start 30, Near decay end 60, Far decay start 90, Far decay end 120 Viewport Rollout Enable viewport shading  – When enabled, the effect of the light is visible in the viewport.   Viewport wire color  – When enabled, the light's wireframe is displayed in the specified color in viewports. Intensity rays  – Helps with setting the desired streaks size of lights. This is just a visual tool and it depends on the  Multiplier  value under the General rollout. When the multiplier is increasing, the viewport indicators for VRayLight are expanding. If the multiplier is decreasing, the indicators are shrinking.  See the  Intensity Rays example . Icon text  – Enables or disables the preview of the light name in the viewport. Texmap preview  – If a texture is used to drive the light, enabling this shows the texture in the viewport. This option is grayed out if your 3ds Max viewport is configured to use Nitrous viewport driver. To enable, switch to the direct3D viewport. Example: Intensity Rays Notes When using texture-mapped Plane lights, it is best to have GI enabled. This allows V-Ray to use combined direct and indirect sampling for the light, which greatly reduces the noise for surfaces close to the light. The effect of all textured V-Ray lights can be shown through the Nitrous preview in the viewport. When an Area light is visible in a rendering, the edges of the light source can appear to be aliased. This happens because the light source color is usually very, very bright, far beyond the range of what an ordinary monitor can display, and antialiasing involves changing the colors of pixels at the edges of objects to a color midway between two other colors. When V-Ray applies antialiasing to a light source's edges, any colors midway between the light color and surrounding object colors are still very bright, beyond what a monitor can display, and the pixels that are supposed to provide a smooth transition from the light source to the surrounding objects appear to be the same color as the light source. As a result, there appears to be no antialiasing at all around the light source. To solve this problem, use a  VRaySoftbox  texture on the light source to cause its brightness to reduce at the edges, or use  Lens Effects  to soften and blur the aliased edges of the lights after rendering.