Hi @oguz
Rhino’s display uses OpenGL (or Direct3D in Rhino 9). Even in Rendered mode, it is still a real-time rendering engine.
Graphics APIs typically clamp framebuffer color values to 1.0. Otherwise, overexposed values could produce undesirable artifacts on the display. However, that’s only a side effect of the actual issue you’re seeing.
When you place a V-Ray light, the plugin creates a corresponding Rhino light to represent its location, orientation (transformation), as well as to illuminate the viewport. The problem is that a light intensity value has a different meaning in V-Ray than it does in Rhino.
As a result, a value that is correct for V-Ray rendering looks incorrect in Rhino’s viewport and vice-versa. Conversely, if you adjust the value to look correct in Rhino, it will no longer be correct for V-Ray rendering.
For that reason, there isn’t just a single intensity value. Whenever you change the intensity of a V-Ray light, the intensity of its Rhino counterpart is calculated using a formula based on:
- the area of the light;
- the decay model;
- the intensity units;
- the intensity value.
The goal is to produce a Rhino light intensity that closely matches the output of Rhino/Cycles and V-Ray under the following conditions:
- no exposure;
- no global illumination (GI);
- no background;
- a 1 × 1 meter area light positioned 1 meter from a completely black target.
Under these conditions, both Cycles and V-Ray produce an image where the brightest pixel has nearly the same intensity. A similar process is used for the other light types as well.
That said, matching the Rendered viewport with the final V-Ray render is an almost impossible task. There are simply too many variables involved. For this reason, McNeel implemented a secondary coefficient that multiplies the viewport light intensity.
As you can see, the values themselves appear to be arbitrary. There are historical reasons behind them, but in practice they provide a way to fine-tune the viewport lighting without affecting the final rendered result.
V-Ray does not take these coefficients into account when calculating the intensity of the viewport “gizmo” light.