The ThreeKit platform supports light linking for Vray lights only. Upon importing a vrscene as a Model or Scene, the vrscene node will automatically receive a VrsceneLights operator if there are lights detected inside that vrscene.
This is what it may look like:
The names of the lights will match the names stored inside the vrscene.
Each light will have two options for the light linking Mode:
- Exclude - will allow this light to exclude all nodes specified here
- Include - will allow this light to only include the nodes specified here
In order to specify Nodes that need to be included or excluded, there are two options:
- Nodes - this is a direct reference to nodes found within the current asset.
- Node Tags - the user can enter any number of Node Tags, by using the # symbol in front of the node tag name - ie: #Metal. The tags need to be entered one at a time, by pressing Enter after each entry.
When Node Tags are used in this operator, they will also act recursively through all the nested assets referenced inside this current asset, as well as in the parent of this asset. The evaluation of the Node Tags will take place after everything in a scene has been fully loaded.
For example, let’s say we have a Vray asset called Lights, where we set the light linking using the tag #Metal for one of the lights. Then, this asset Lights gets referenced in a separate scene called MainScene. Inside that scene there are other models being referenced, and some of them may contain mesh nodes tagged with the Node Tag #Metal.
When the MainScene asset gets rendered, the Lights will affect all the nodes tagged with #Metal that ended up at the scene level.