The Light Select Render Element stores direct lighting information from user-selected lights in the scene.
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).
||Render Settings window|| > Render Elements tab > Light Select
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).
Consider for Anti-Aliasing – When enabled, anti-aliasing is 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.
Indirect – Lights within the vrayRE_Light_Select element output only the indirect scene lighting.
Indirect diffuse – Lights within the vrayRE_Light_Select element output only indirect scene lighting that originated from the diffuse contribution of the specified lights.
Indirect specular – Lights within the vrayRE_Light_Select element output indirect scene lighting that originated from the specular contribution of the specified lights.
Denoise – Enables the render element's denoising, if Denoiser render element is present.
Adding Lights to the Light Select Render Element
The Light Select RE acts as a standard Maya set. By default, it is an empty set when created. You can add any light from the scene to the Light Select set. It can be done in one of two ways:
Add the Light Select RE in the list of Added render elements from the Render Elements tab of the Render Settings window. That creates the vrayRE_Light_Select set in the Outliner.
From the Outliner, select the chosen light(s) and with middle-mouse button drag it to the vrayRE_Light_Select element. Now it is added to the Light Select Render Element.
The second way to add lights to this render elements is through Maya's Sets menu (Windows > Relationship Editors > Sets). Select the vrayRE_Light_Select element to see which lights are included and to include or exclude any of them.
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 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
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 results in a brighter lighting than intended, because duplicated lights in Light Select Render Elements 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 Lighting and Specular in the Back to Beauty composite. Note that the Direct Diffuse type and the Direct Specular type combined result in Direct Illumination.
When the vrayRE_Light_Select Render Element is set to Direct Diffuse type, the sum of all the vrayRE_Light_Select nodes replaces 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 Indirect type, the sum of all vrayRE_Light_Select nodes replaces all the Global Illumination, Reflection and Refraction in the Back to Beauty composite. Note that the Indirect Diffuse type and the Indirect Specular type combined result in Indirect type.
When the vrayRE_Light_Select Render Element is set to Indirect Diffuse type, the sum of all the vrayRE_Light_Select nodes replaces Global Illumination in the Back to Beauty composite.
When the vrayRE_Light_Select Render Element is set to Indirect Specular type, the sum of all the vrayRE_Light_Select nodes replaces Reflection in the Back to Beauty composite.
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.
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.
- When VRayFastSSS2 or Al Surface Material is used, the SSS render elements should be added to the composite with a plus operation to the Light Selects.
- In order to use VRayLightMesh properties with LightSelect render element, add the vrayLightMeshProperties_Link node to the LightSelect node.