Light, Ray Linking Node Suggestion
Cycles and Eevee rendering are all pretty nice in terms of technology, but it is missing something somewhat essential that other render engines and lighting softwares have; light linking. There are many posts and suggestions on this feature already, but it seems like it isn't high priority. In another thread, I've seen an argument that light linking was only useful back then when PBR workflow didn't exist and you had to fake the indirect lighting often. In modern day production, it isn't used as much as it was back then, however it is still extremely useful in getting a specific look, even with somewhat realistic styles.
The method of light linking both in light nodes/settings and materials, shown below will enable users to easily achieve a good stylized look and artistic direction(an example is in toon style shading, a common method to achieve it is with the 'Shader to RGB' node connected to a 'Color Splitter' node in which the RGB channels are each used for Key, Fill and Rim light. The downside to this method is that you can only have a maximum of 3 light sources, and that the lights will affect everything else in the scene as well. With light linking in both lights and materials, less work will be needed to achieve the same or better look).
Ideas for the node/settings for the light object, if it were to be implemented as settings, it would be under the light object tab:
imgur.com/P7pOyK0 No input/output links but you get the idea. Global would be the default link setting, and 1.000 for the ray settings
imgur.com/fSUSXFE How it would be used in lighting. Eevee should support light nodes if this were to work as a node.
imgur.com/g1JdfnY Ray settings for Redshift renderer in Cinema 4D, got the ray linking ideas from these settings. 0 would be no influence, 1 would be the default and physically correct value.
Ideas for light linking inside material nodes, so in materials you can pick a specific light to affect a shader:
imgur.com/QMA162K The same node for light objects should work, but if needed, more attributes could be added/removed. Input and Output would both be shaders(green). The proper way to make multiple light sources affect the same object however, would be by selecting multiple lights in the node, or by using the 'Add Shader' node(if I am not mistaken).
This is my suggestion on what a light linking node should look like, there would be better options and ways to convey this.
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