灯光链接

With light linking, lights can be set to affect only specific objects in the scene. Shadow linking additionally gives control over which objects acts as shadow blockers for a light.

This adds more artistic control for lighting by breaking the laws of physics. For example the environment and characters in a shot might have different light setups. A character could have a dedicated linked rim light to make it stand out, and shadow linking could be used to ensure no objects from the environment block it.

安装

  • Select the light or emissive mesh object and go to the Shading panel.

  • Create a new light or shadowing linking collection.

  • 从大纲中拖放物体或集合。

Links can also be set up in the 3D viewport, with the Link Data operator. The active light object is linked to selected receiver or blocker object.

A light or shadow linking collection can be assigned to and shared between multiple light objects. While a scene collection can be directly assigned as a light or shadow linking collection, it is recommended to instead create a dedicated collection and link any scene collection inside it instead. This way it's easy to include or exclude additional objects without affecting the scene layout.

包含 & 排除

Light receiver objects can be set to be either included or excluded. The behavior is as follows:

  • If only included objects are specified, the light only affects those objects.

  • If only excluded objects are specified, the light affects all objects in the scene except those specified.

  • If both included and excluded objects are specified, the light affects only included objects minus the excluded objects. This can be used to for example set a character collection to be included, and then exclude specific objects part of the character.

性能

Sampling for light linking is most efficient with the light tree enabled, where a specialized acceleration structure is built for light linking.

When using shadow linking, renders can be slower and trace additional rays, as direct and indirect lighting take different paths.