2009

Samples group
U and V Adjust the quality of shadows cast by the area light. These values
specify how many samples to take within the lights area. Higher values can
improve rendering quality at a cost of rendering time. For a spherical light, U
specifies the number of subdivisions along the radius, and V specifies the
number of angular subdivisions. For a cylindrical light, U specifies the number
of sampled subdivisions along the height, and V specifies the number of
angular subdivisions. Default=5 for both U and V.
mr Area Spotlight
Create panel > Lights > mr Area Spot button > Area Light Parameters rollout
When you render a scene using the
mental ray renderer on page 6230, an area
spotlight emits light from a rectangular or disc-shaped area, rather than from
a point source. With the default scanline renderer, the area spotlight behaves
like any other standard spotlight.
NOTE In 3ds Max, area spotlights are created and supported by a MAXScript
script. Only the mental ray renderer uses the parameters in the Area Light
Parameters rollout. See Enhancements to Standard Features on page 6241 for more
details.
TIP Area lights take longer to render than point lights. To create a quick test (or
draft) rendering, you can use the Area/Linear Lights as Point Lights toggle on the
Common Parameters rollout on page 6121 of the Render Setup dialog to speed up
your rendering.
See also:
mr Area Omni Light on page 5070
Procedures
To create an area spotlight:
1
Go to the Create panel and click Lights.
2 On the Object Type rollout, click mr Area Spot.
Standard Lights | 5073