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The scene used for the images below uses quite a few lights. There are 4 area lights, a top light, a back light, a left light, and right light as well as a Dome light with an indoor factory HDR as its Dome light texture. As well as these, there are many Photometric IES lights in the environment and each space ship in the scene also has 3 Sphere lights. The examples below show how several Light Select Render Elements can be combined to give the same result as the Lighting render element, and combined with the Global Illumination render element to give the equivalent of the Total Lighting render element. This gives a fine level of control in the composite to change things such as the intensity or color tinting of only some lights at a time.
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When the Light Select Render Element is set to Direct Illumination type, the sum of all the Light Select nodes replaces both Direct LightingLight and Specular in the Back to Beauty composite.
When the Light Select Render Element is set to Direct Diffuse type, the sum of all the Light Select nodes replaces Direct LightingLight in the Back to Beauty composite. Note that BRDFAlSurface Shader with sss_mix value other than the default 0, doesn't fit this equation.
When the Light Select Render Element is set to Direct Raw or Direct Specular type, the sum of all the Light Select nodes replaces their respective render elements in the Back to Beauty composite. Note that Direct Raw type replaces the Raw Direct LightingLight render element if GI is disabled and there are no dome lights in use.
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