The Light Select Render Element stores direct lighting information from user-selected lights in the scene. 

 

Page Contents

 

Overview


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 the selected lights' raw, diffuse, or specular contributions to the illumination, or the overall (direct illumination) light contribution. Using the Full light mode, you can esstiantially create a Beauty render for just the included light(s) as part of the Light Select pass. When multiple lights are selected for one Light Select Render Element, all contributions from those lights are combined into that one render element. Multiple vrayRE_Light_Select passes can be rendered for a single scene, and lights may be included in more than one vrayRE_Light_Select pass.

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 these render elements, specific lights in the resulting render can be adjusted (color, temperature, brightness, etc.) in a composite without the need to re-render.

For example, by generating a Light Select element for all of the backlights in a scene, an artist may adjust the backlighting of the rendered scene easily 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 VRayObjectProperties node for the selected object(s).

 




UI Path: ||Render Settings window|| > Render Elements tab > Light Select


Attributes 


The parameters for this render element appear in the Attribute Editor under Extra V-Ray Attributes.

 

 

 

Enable – When enabled, the render element appears in the V-Ray Virtual Frame Buffer.

Deep output – Specifies whether to include this render element in deep images.

Filename suffix – The text added to the end of the rendered file, when saved as a separate file (e.g. myrender.lightselect.vrimg).

Apply color mapping – Applies the color mapping options specified in the Color mapping rollout of the VRay tab in the Render Settings window to this render element. This option is enabled by default.

Consider for Anti-Aliasing – When enabled, anti-aliasing will be used where possible.

Type– Sets what type of lighting contribution is generated in the element as follows:

Direct illumination – Lighting within the vrayRE_Light_Select element behaves as normal and contains diffuse and specular information.
Direct raw – Lighting within the vrayRE_Light_Select element behaves as a raw render element.
Direct diffuse – Lights within the vrayRE_Light_Select element output only their diffuse contribution and contain no specular information.
Direct specular – Lights within the vrayRE_Light_Select element output only their specular contribution and contain no diffuse information.
Full – Lights within the VRayLightSelect element provide full output for all information available in the scene such as GI, SSS, reflection, refraction, etc.

 

Common Use: Changing Lighting in Composite


Below is an example of how to use the Light Select Render Element in a composite.

For this example, the Top, Back, Left, and Right lights have been assigned a vrayRE_Light_Select render element with the Type set to Full.

Next, the Top and Back lights have been assigned two vrayRE_Light_Select render elements: The first element's Type is set to Direct Diffuse, and the second element's Type is set to Direct Specular. This gives a finer degree of control to allow separate tuning of each light's diffuse and specular contributions. All other lights in the scene have had their Type set to Direct Illumination.

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 VRaySphereLights. 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.

 

vrayRE_Light_Select Render Examples


 

 

 
Light Select Top Light Full

 


Light Select Top Light Direct Diffuse

 

 

 


Light Select Top Light Direct Specular

 


Light Select Back Light Full

 

 

 


Light Select Back Light Direct Diffuse

 


Light Select Back Light Direct Specular

 

 

 

 

 


Light Select Left Light Full

 


Light Select Left Light Direct Illumination

 

 

 


Light Select Right Light Full

 


Light Select Right Light Direct Illumination

 

 

 


Light Select Light IES Lights Direct Illumination

 


Light Select Light Ship Lights Direct Illumination

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

 

 

 


Combined Light Select Direct Specular elements

 


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

 

 

 


Combined Light Select passes to recreate the Lighting render element

 


Combined Light Select passes combined with the GI render element to recreate the Total Lighting render element

 

 

 


Beauty element prior to changes

 


IES Lights intensity increased and color changes to green

 

 

 


Left and Right lights intensity increased and tinted to a blueish color

 

 


Compositing Equation


The following diagram shows the compositing formula to recreate all the light in a scene in its most basic form using discrete Light Select Render elements. This can happen only when each light in the scene is accounted for in only one vrayRE_Light_Select element for a particular mode. If any light is used in more than one vrayRE_Light_Select pass, this equation will result in a brighter lighting than intended, because duplicated lights in Light Select Render Elements will contribute lighting more than once.

 

 

 

 

For vrayRE_Light_Select to work correctly, all enabled lights need to be accounted for in a Light Select Render Element.

When the vrayRE_Light_Select Render Element is set to Direct Illumination type, the sum of all the vrayRE_Light_Select nodes replaces both vrayRE_Lighting and vrayRE_Specular in the Back to Beauty composite.

When the vrayRE_Light_Select Render Element is set to Direct Diffuse type, the sum of all the vrayRE_Light_Select nodes replaces vrayRE_Lighting in the Back to Beauty composite. Note that VRayAlSurface Shader with sss_mix value other than the default 0, doesn't fit this equation.

When the vrayRE_Light_Select Render Element is set to Direct Raw or Direct Specular type, the sum of all the vrayRE_Light_Select nodes replaces their respective render elements in the Back to Beauty composite. Note that Direct Raw type replaces the Raw Lighting render element if GI is disabled and there are no dome lights in use.

When the vrayRE_Light_Select Render Element is set to Full type, the sum of all vrayRE_Light_Select nodes replaces the Beauty pass. Caustics are not included in the calculation of vrayRE_Light_Select Render Element

Notes


  • When using vrayRE_Light_Select, a good practice is to have one vrayRE_Light_Select pass for each light source in your scene. This way the Lighting element can be recreated from them, and adjusted as needed while compositing without re-rendering.

  • If the vrayRE_Light_Select element Type is set to Direct Illumination, the specular contribution is added to the render element. While this is perfect for simple compositing, a better workflow is for each light to be selected for two Light Select Render Elements, one with its Type set to Direct Diffuse and another with its Type set to Direct Specular. In this way, the specular and diffuse lighting can both be controlled independently at a composite level.