Different Render Passes for Different Light Sources
I have noticed Radeon ProRender for Blender has different render passes for how different light sources. I am proposing cycles to have different render passes for different light groups. I imagine the UI would work as follows. You would add a light group under the render passes section and name it. Lights, worlds, and materials with emissive elements would be assigned to these groups. Each light group would have a render layer with the effects of that light group on the subjects of the render. I know this would slow down cycles possibly considerably in rendering, but it would get faster with time. This sort of pass would allow for more control of lighting in compositing by being able to blend the effect amount of different lights and other things such as color.
5 Comments
This is implemented by this patch: developer.blender.org/D3607
Blender yould integrate LightGroups as Luxcore has, Bone-Studio has already implemented a lightgroups like in their build but Cycles lacks of this futured also you cant exclude objects from a light source ... :/
Other than the world option, how would that be different than having renderlayers with different lights? Could this be solved by just having a 'use world' or even world override per renderlayer?
* @Bassam Kurdali * You can use View Layers to assign light collections to the scene contents collection. You can't change render settings per the view layer settings, but you can link scenes and use scene partitions for different render settings per view layer, it's rare that you'd want to render the same render settings for the same view layer. It's not intuitive to setup a multi-scene * multi-layer system linked to one master scene, but it is possible. Scene and View layer management can do what you need to do, but man is it tedious to set it up.
* @Bassam Kurdali * The difference is that with renderlayers you have to make as many render as many render layers you set. This feature allows to have many "light" passes in one single render. Then, in postpro, you add them one by one, adjusting intensity and color at will. It is a well known feature from many other render engines (Luxcore has it too for example).
It has been discussed many times (I also made a proposal here ages ago), and there's even a working patch by Lukas Stockner that I hope will land one day in master.