There is 1 environment bitmap being used and a few instances of different CoronaLightMtls.
I have set up LightMix and found that in the controls one of my CoronaLightMtls which is a simple renderable spline object is being controlled by the Environment.
The renderable spline also has its own slot within LightMix that controls a second version of this light despite there being just one instance in my scene.
I have deleted my LightMix layers and tried doing it again.
I have also tried merging all my objects in to a new scene but the same effect every time.
I am not sure if you mean you are getting additional LightSelects, one of which duplicates the spline - that is, one LightSelect contains the Environment checked and the spline, and there’s another LightSelect with just the spline.
If so, don’t forget you can manually adjust LightSelect settings to specify what lights / objects they include. You can either build the LightSelects entirely manually, or use the automatic creation method and then edit the result - e.g. simply delete the spline from the LightSelect that controls the Environment, or delete the other LightSelect that contains just the spline.
Alternatively, if you mean the spline only appears in one LightSelect on its own (with Environment not checked in that LightSelect), and the LightSelect for the Environment does not also contain the spline but adjusting the Environment LightSelect in LightMix causes changes to the spline as well (even though it’s not in that LightSelect), let us know. If that’s the case, is the spline material related to the Environment material at all?
Some screen shots of the LightSelects, and of the results of changes, could be useful to know what it is you are experiencing (or the scene itself even).
Is the light object or light material included in the Environment slot using some non-physical property like “occlude other lights” off?
If so, then this is currently by design, however it may be confusing, so we are planning to improve this in the future.
The explanation from the dev team is:
“The way light mix is implemented right now is that if several lights with opacity < 1 are stacked behind each other, the light furthest from the viewer is the one that determines by which light mix control are all these lights affected.”
Currently the workaround I am aware of is to enable the “occlude other lights” option, however this may obviously change your scene lighting a bit.
In the environment slot it was just a simple HDRI bitmap set to spherical environment with no other settings changed.
In reply to TomG, I had one object that I could control from two LightSelects, one of which being the Environment.
The Environment LightSelect controlled both the environment and this object (a default CoronaLightMtl applied to a renderable spline).
due to a lack of time I had to just get the lighting right through their values and no use the Light Mix. Unfortunately I’m unable to post screenshots of the effect.
UPDATE: I have found it to be only renderable splines that I have this issue with. They automatically become part of the environment as well as having their own light pass.