After further testing I would say, you are correct, Lele. Not a lot of difference in the highglights-- if you want them small. With some GGX tail adjustment (say 1.5 ish) then they both look pretty decent, and also likely flicker less. The VRayLight as a disc (edit) without the custom texture map looks worse than the direct light to my eye. It has the 1990s phong look to it due to the harder edges of the hot spot.
The tespot doe not have zero diffuse or metalness of 1.0, mind you.
Direct Light:
VRayLight Disc with a falloff type VRaySoftBox map:
VRayLight with no falloff texture map:
I do like the ability to tweak the falloff and hot spot in the texture for the VRayLight, especially if we make the sun bigger, which I might do for something so reflective, though the Direct light has two advantages: It renders a tiny bit faster, and and means you don't have to figure out other lighting tricks to illuminate your entire ground if you see it (assuming your ground or other objects are spread far and wide and need the specular light).
Scene file here.
LIghtTesting.zip
The tespot doe not have zero diffuse or metalness of 1.0, mind you.
Direct Light:
VRayLight Disc with a falloff type VRaySoftBox map:
VRayLight with no falloff texture map:
I do like the ability to tweak the falloff and hot spot in the texture for the VRayLight, especially if we make the sun bigger, which I might do for something so reflective, though the Direct light has two advantages: It renders a tiny bit faster, and and means you don't have to figure out other lighting tricks to illuminate your entire ground if you see it (assuming your ground or other objects are spread far and wide and need the specular light).
Scene file here.
LIghtTesting.zip
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