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Table of Contents

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


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 one of the predetermined contribution types like the overall direct or indirect illumination or the direct or indirect diffuse or specular 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).



Attributes


Target – Specifies the target from Lights and Material.

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

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

Direct Illumination – Lighting within the Light Select element behaves as normal and contains diffuse and specular information. 
Direct Raw – Lighting within the Light Select element behaves as a raw render element.
Direct Diffuse – Lights within the Light Select element output only their diffuse contribution and contain no specular information.
Direct Specular – Lights within the 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 VRayLightSelect element output only the indirect scene lighting.
Indirect Diffuse – Lights within the VRayLightSelect element output only indirect scene lighting that originated from the diffuse contribution of the specified lights.
Indirect Specular – Lights within the VRayLightSelect element output indirect scene lighting that originated from the specular contribution of the specified lights.
Light Path Expressions – Allows capturing custom light transport paths with regular expressions.
Direct Diffuse Shadow – Outputs only the shadows cast by objects illuminated by pre-selected lights. This option has the same output as the Shadow render element. 
Direct Specular Shadow – Outputs the specular information from the shadows cast by objects illuminated by a pre-selected light. The objects that the shadows are cast on have to be with reflective material for this channel to be visible.

LPE – Specifies a light path expression (LPE) string based on the OSL syntax. It can be used to filter certain light contributions.

Lights – Selects which lights will be affected by the Light Select render element.

MaterialsSelects which materials will be affected by the Light Select render element.

Color Mapping – Applies the color mapping options specified in the Color Mapping tab of the Renderer tab of the V-Ray Renderer node. This option is enabled by default.

Denoise – Enables the render element's denoising, if V-Ray Denoiser render element is present.

Light Select Matte – When enabled and the light select Type is Direct Diffuse Shadow, only contributions on matte surfaces are captured.

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


Target is Lights

Target is Materials


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 Dome Light is assigned two V-Ray 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 the light's diffuse and specular contributions. In addition, the light is rendered with a third element with the Type set to Full.


Light Select Dome Light Diffuse element

Light Select Dome Light Specular element

Light Select Dome Light in Full type





Example: Compositing

V-Ray Light Select is useful for editing the lights in a scene using a compositing or editing program. See the Beauty element before and after compositing.

Before
After


Compositing Equation


The following diagram shows the compositing formula to recreate all the scene Lighting from light sources when each light in the scene is accounted for in exactly one V-Ray Light Select render element in Direct Diffuse type.


 



The diagram above illustrates that the sum of all V-Ray Light Select Render Element set to Direct Diffuse type represents the V-Ray Direct Light render element which can be used in the Back to Beauty composite. For the above equation to work correctly, all enabled lights need to be accounted exactly once in the V-Ray Light Select render elements. This happens with either specifying each light in a separate element, or combining them in a practical manner in several elements and avoiding repetitions.

When the Light Select Render Element is set to Direct Illumination type, the sum of all the Light Select nodes replaces both Direct Light 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 Light 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 Light render element if GI is disabled and there are no dome lights in use.

When the Light Select Render Element is set to Indirect type, the sum of all 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 Light Select Render Element is set to Indirect Diffuse type, the sum of all the Light Select nodes replaces Global Illumination in the Back to Beauty composite.

When the Light Select Render Element is set to Indirect Specular type, the sum of all the Light Select nodes replaces Reflection in the Back to Beauty composite.

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


Notes


  • When using Light Select, a good practice is to have one 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 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.

  • If the light source is wrong or missing, the Light Select will not be rendered.