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 (normal) light contribution. 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 for re-rendering.
For example, by generating a Light Select element for all of the back lights in a scene, an artist may adjust the back-lighting 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
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 will be used where possible.
Type– Sets what type of lighting contribution is generated in the element as follows:
Normal – Lighting within the vrayRE_Light_Select element behaves as normal and contains diffuse and specular information.
Raw – Lighting within the vrayRE_Light_Select element behaves as a raw render element.
Diffuse – Lights within the vrayRE_Light_Select element output only their diffuse contribution and contain no specular information.
Specular – Lights within the vrayRE_Light_Select element output only their specular contribution and contain no diffuse information.
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 and Back lights have been assigned two vrayRE_Light_Select render elements: The first element's mode is set to Diffuse, and the second element's mode is set to 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 Normal.
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 a 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 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 Diffuse element
Light Select Top Light Specular element
Light Select Back Light Diffuse element
Light Select Back Light Specular element
Light Select Left Light
Light Select Right Light
Light Select Light IES Lights
Light Select Light Ship Lights
Combined Light Select Diffuse elements
(Same result as vrayRE_Lighting)
Combined Light Select Specular elements
Combined Light Select Diffuse and 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 a 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 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 mode is set to Normal, 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 mode set to Diffuse and another with its mode set to Specular. In this way, the specular and diffuse lighting can both be controlled independently at a composite level.