The image on the side shows how the Light Select Render channel is connected to the Render Channels Container. Below is an example of how to use the Light Select Render Channel in a composite. For this example, the Top, Back, Left, and Right lights have been assigned a Light Select render element with the Type set to Full. Next, the Top and Back lights have been assigned two 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. |