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  • VRayRawTotalLighting

    I use the VRayRawTotalLighting element in post-production and it is critical. This isn't available in GPU rendering. Is there a workaround to get this element.
    Bobby Parker
    www.bobby-parker.com
    e-mail: info@bobby-parker.com
    phone: 2188206812

    My current hardware setup:
    • Ryzen 9 5900x CPU
    • 128gb Vengeance RGB Pro RAM
    • NVIDIA GeForce RTX 4090
    • ​Windows 11 Pro

  • #2
    It's total lighting divided by diffuse filter or raw lighting plus raw GI.

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    • #3
      Yeah, someone mentioned that before, but I have no clue what it means. I am in Photoshop. There aren't any raw elements, so I am assuming diffused divided by total lighting.
      Bobby Parker
      www.bobby-parker.com
      e-mail: info@bobby-parker.com
      phone: 2188206812

      My current hardware setup:
      • Ryzen 9 5900x CPU
      • 128gb Vengeance RGB Pro RAM
      • NVIDIA GeForce RTX 4090
      • ​Windows 11 Pro

      Comment


      • #4
        Are you talking VRayLighting and VrayDiffused Filter? I am so close to using GPU, but these roadblocks get in the way. I have an exterior that took 5 hours on my CPU, which is abnormally long, so I am trying GPU. It looks like GPU on my single Titan RTX will take an hour. If I can get these things working I can see getting a second Titan RTX and linking them together.
        Bobby Parker
        www.bobby-parker.com
        e-mail: info@bobby-parker.com
        phone: 2188206812

        My current hardware setup:
        • Ryzen 9 5900x CPU
        • 128gb Vengeance RGB Pro RAM
        • NVIDIA GeForce RTX 4090
        • ​Windows 11 Pro

        Comment


        • #5
          Yep - so your diffuse filter is the flat colour of your objects. The vraylighting and vrayglobalillumination passes are the colour of the object plus the intensity of light that hits it multiplied together. Thus if you have the lighting pass and the diffuse filter, you can divide the lighting by the diffuse to pull out all the colour and give you only the light part. Same trick works for the gi - divide global illumination by the diffuse filter (colour) to get only the gi light part. Likewise if you had the lighting pass and the raw lighting pass, you can divide lighting by raw lighting to get the missing bit which in this case is colour / diffuse filter.

          It's the same with your reflections too, if you have a reflection pass and the reflection filter (intensity / strength of reflection) then you can divide your reflection pass by the reflection filter and get a full strength reflection pass (kind of a chrome / mirror pass).

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          • #6
            But how would you do this in Photoshop?
            Bobby Parker
            www.bobby-parker.com
            e-mail: info@bobby-parker.com
            phone: 2188206812

            My current hardware setup:
            • Ryzen 9 5900x CPU
            • 128gb Vengeance RGB Pro RAM
            • NVIDIA GeForce RTX 4090
            • ​Windows 11 Pro

            Comment


            • #7
              Render out a pass with a diffuse filter and a vray lighting, put the diffuse on top of the lighting pass and set the diffuse to divide. Photoshop ain't really great for doing multipass breakapart / recombine things so you might end up doing this on it's own, flattening the result and putting it back into your main image. Tbh for this type of thing I'd look at the free version of fusion since it's all built for working in float with nice maths!

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              • #8
                (p.s. this worked well with 16 bit renders, terribly with 8 bit renders - I got a lot of banding with 8 bit renders!)

                Comment


                • #9
                  Originally posted by joconnell View Post
                  Render out a pass with a diffuse filter and a vray lighting, put the diffuse on top of the lighting pass and set the diffuse to divide. Photoshop ain't really great for doing multipass breakapart / recombine things so you might end up doing this on it's own, flattening the result and putting it back into your main image. Tbh for this type of thing I'd look at the free version of fusion since it's all built for working in float with nice maths!
                  I think you've missed the GI component?

                  Vrayraw total lighting =(GI +Lighting) /Diffuse filter

                  I remember proposing a workaround here :
                  ​​​​​
                  https://forums.chaosgroup.com/forum/...ng#post1049389

                  Doesn't this work?
                  Last edited by M.Max; 13-03-2020, 03:35 AM.
                  -------------------------------------------------------------
                  Simply, I love to put pixels together! Sounds easy right : ))
                  Sketchbook-1 /Sketchbook-2 / Behance / Facebook

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                  • #10
                    I think I missed that post. I'll try it now.
                    Last edited by glorybound; 13-03-2020, 06:17 PM.
                    Bobby Parker
                    www.bobby-parker.com
                    e-mail: info@bobby-parker.com
                    phone: 2188206812

                    My current hardware setup:
                    • Ryzen 9 5900x CPU
                    • 128gb Vengeance RGB Pro RAM
                    • NVIDIA GeForce RTX 4090
                    • ​Windows 11 Pro

                    Comment


                    • #11
                      Originally posted by M.Max View Post
                      I think you've missed the GI component?
                      I'm not gonna do all of bobby's homework for him

                      And for any lighting pass, whether lighting, global illumination or total lighting will give you it's raw version if divided by the diffuse filter.
                      Last edited by joconnell; 13-03-2020, 10:18 AM. Reason: Edit: clarity / usefullness

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