Mesh can be used as light source using these parameters. All parameters are used the same way as attributes for area light (emission lighting is similar to area light but VPLs are generated on mesh using mesh UV coordinates)
Emit Light
Enables or disables light emission for current mesh.
Resolution Coef.
Resolution coefficient determines how many pixels will be averaged into one virtual point light (VPL) (in two dimensions, that means that if resolution coefficient is equal to 2 then 2x2 = 4 pixels will be used).
Number of Lights
Maximum number of virtual point lights (VPLs) that will be generated and used for lighting.
Emit Diffuse
Emit diffuse by this light.
Emit Specular
Emit specular by this light.
Decay Rate
It is possible to use different decay rate for emmiting light.
Shadows
Use Shadows
Enables or disables shadow computation for indirect lighting.
Shadows Resolution
Resolution of each shadow map. Note that this attribute multiplied by Number of Lights attribute will be clipped to a maximal value of 16384.
Shadows Bias
Shadow maps bias.
Shadows Coef.
This coefficient estimates how far VPLs have the same shadow map. Zero means that each VPL has its own shadow map. With higher numbers you save time and memory for lower number of shadow maps but decrease quality.
Shadows Color
Color on shadowed object.
Ambient Occlusion
Ambient Occlusion
Enables or disables ambient occlusion for this emitting object. Note that ambient occlusion has to be enabled in currently active render node (see Render Settings Node section).
AO Intensity
If this emitting object is used for ambient occlusion this parameter allows some global intensity tuning.
AO Color
If this emitting object is used for ambient occlusion this parameter allows some global color tuning.
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