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The Light Select Render Element represents the lighting contribution from one or more user-selected lights in the scene. Each Light Select channel can output one of the predetermined contribution types like the overall the overall direct or indirect illumination or the direct or indirect diffuse or specular contribution to contribution to the illumination. The Full mode essentially creates a Beauty render for just the included light(s). The Light Path Expression mode allows for custom contributions to be captured. See the Light Path Expressions page.

Multiple Light Select outputs can be rendered for a single scene, and lights may be included in more than one Light Select render element.

This element is similar to the Lighting Render Element. However, the Lighting element combines the effect of all lights in the scene, while the Light Select element allows for just a user-selected light or set of lights to be broken out; showing their own individual effect(s) on the scene's illumination. By using the Light Select render element, specific lights in the resulting render can be captured and adjusted (color, temperature, brightness, etc.) in a composite without the need to re-render. For example, a Light Select element for all of the backlights in a scene, an artist may adjust the backlighting in the composite, without affecting the rest of the scene's illumination.

Note: Specific objects can be excluded from this Render Element by disabling the Generate Render Elements option in the V-Ray Object Properties for the selected object(s).

 

UI Path: ||out Network|| >  > V-Ray Render Elements node >  > V-Ray > Render Channel > V-Ray Light Select (RE)

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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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Light Select Light IES Lights Direct Illumination

 

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Light Select Light Ship Lights Direct Illumination

Combined Light Select Direct Diffuse elements
(Same result as Direct LightingLight)

 

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Combined Light Select Direct Specular elements

 

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Combined Light Select Direct Diffuse and Direct Specular elements
(Diffuse and specular contributions from all lights)

 

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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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