On: Toggles the effect of the light without removing the geometry from the scene
Visible to Camera: Controls whether the camera can see the light source geometry. If you have the light marked as 'On' and Visible to Camera marked 'off' with the Iray+ renderer, a light will only be made invisible to primary eye rays - i.e., when viewed directly from the camera. But any lights marked as not visible with the light still 'on' will still be visible in reflections, or through transparent materials, and will still cast shadows. However, when using the Iray+ Interactive renderer, the light will be invisible even in reflections/refractions.
Matte: Controls whether or not the light will directly illuminate matte objects in the scene. Enable this when creating lights that correspond to lights visible in the backplate that you are matching to. These will not be visible to the camera and will not directly illuminate matte objects, but will still illuminate other objects in the scene.
Emit Light From (Shape)
Dropdown: Choose different light shapes
Disc
Rectangle
Sphere
Cylinder
Radius: Changes the size of the light shape for Sphere, Disc and Cylinder lights
Length: Changes the length of the light shape for Rectangle and Cylinder lights
Width: Changes the width of the Rectangle lights.
Light Distribution
Use Profile: Toggles the photometric profile on or off, but does not turn off the light
Map Button: Opens your file system to locate a photometric profile
X, Y, Z Rotation: Transforms the photometric light distribution relative to the light geometry. Use the 3ds Max transforms in the viewport to transform the light geometry and profile together.
Light Intensity
Intensity: Increases or decreases the intensity of the light, this is measured in lux or lumens depending on which of the following parameters is selected:
Lumens: The total amount of light emitted will be independent of the size of the light source geometry. Increasing the surface area will mean each part of the surface becomes dimmer, so that the sum total light emitted stays constant
Lux This is based on Power per Unit Area. The total amount of light emitted will be proportional to the surface area of the light source geometry. Increasing the surface area will mean more light enters the scene.
Color
Lighting Type: Provides preset color temperatures based on various light types
Full Spectrum
D50 Horizon light (5003k)
D55 Mid morning/afternoon daylight (5503k)
D65 Noon daylight (6504k)
D75 North sky daylight (7504k)
F1 Daylight Fluorescent (6430k)
F2 Cool White Fluorescent (4230k)
F3 White Fluorescent (3450k)
F4 Warm White Fluorescent (2940k)
F5 Daylight Fluorescent (6350k)
F6 Light White Fluorescent (4150k)
A Incandescent/Tungsten (2856k)
Phosphor Mercury (6800k)
Xenon (6400k
Mercury (4000k)
Quartz (3350k)
Halogen (3000k)
High pressure sodium (2200k)
Color Temperature (K): Provides manual control over the Kelvin value of the light.
Filter Color: Acts as a colored gel in front of your light source. Using a 0k or Full Spectrum value will show the tint chosen exactly. Using a different temperature light will see accurate color mixing between the tint and the light color.