Would be great if Light Selects worked like Redshifts new per light AOVs, which give all the different passes needed to recreate the RGB on a per light bases, as well as the sum for each type of pass. Pretty much what I always wanted/ expected from Vrays Light Selects.
Without that control they are basically unusable to me so instead I make separate render layers in maya for my separate lights, that way I get all the passes I really need/ am used to (Refraction, Reflection, Specular, GI, Diffuse). Doing this through render layers is really not optimal though and would be much better handled through a render element.
Something like this would be great-
LightSelect1_Diffuse
LightSelect1_GI
LightSelect1_Reflection
LightSelect1_Refraction
LightSelect1_Specular
Instead of just one element for the Full Light select or the currently available 'Direct Specular/ Diffuse/ Raw/ Illumination'.
How Redshift is handling this- https://www.youtube.com/watch?v=HofjaaU1uAw
Without that control they are basically unusable to me so instead I make separate render layers in maya for my separate lights, that way I get all the passes I really need/ am used to (Refraction, Reflection, Specular, GI, Diffuse). Doing this through render layers is really not optimal though and would be much better handled through a render element.
Something like this would be great-
LightSelect1_Diffuse
LightSelect1_GI
LightSelect1_Reflection
LightSelect1_Refraction
LightSelect1_Specular
Instead of just one element for the Full Light select or the currently available 'Direct Specular/ Diffuse/ Raw/ Illumination'.
How Redshift is handling this- https://www.youtube.com/watch?v=HofjaaU1uAw
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