[Cycles] Ray type contribution factor
Something that I've been missing in Cycles lights for a long time. The attached screenshot from Arnold for Maya shows how every light has a few sliders for tweaking its intensity per ray type. This way you can easily, for example, make a light contribute heavily to glossy surfaces, and not influence diffuse or SSS as much, or even at all.
3 Comments
(each of these factors is relative to the light's total intensity)
oh come on! YESSS!! this would save us a lot of nodes!
agrte