Group by – Specifies how to group the lightning information:
Instanced lights– If there are instanced lights in the scene, each group has its separate channel. All unique lights in the scene are stored in their individual render channels; Individual lights – The lighting information information of each light is stored in a separate channel; Grouped lights – The lighting information information of each group of lights is placed in a separate channel. All lights All lights that are not attached to any group in group in the scene are stored in their individual render channels; Layers – Lighting information of all layers is stored in a separate channel. Manual light selects – Render channels are created based on the existing Light Select render elements in the scene. Lights that are not specified there are collected in a single render channel called Rest.Use this mode when you want to include a Light Select render element to your render, too.
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The Light Select render element is included in the VFB Light Mix controls even if the Manual light selects mode is not selected. You can still tweak light selects separately from the Light Mix groups.
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Each grouping mode automatically creates Environment and Self Illumination render elements, and Light Mixing adds them as groups. The information from the light-emitting materials is stored in the Self Illumination channel, while the Environment info is stored in the Environment channel.
Separate Emissive Material – When enabled, illuminating materials are also included in the VFB LightMix Light Mix controls together with scene lights. The materials that V-Ray respects are: VRayMtl V-Ray Materialwith non-black self-illumination and VRayLightMtlV-Ray Light Material.
Denoise – Enables the render element's denoising, provided the Denoiser render element is present.
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How to Set up
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To set the LightMix for use:
Add the LightMix Render Element to your scene. (V-Ray > Render Elements > Add LightMix)