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title: "LightMix"
canonical: "https://documentation.chaos.com/space/CRC4D/124656249/LightMix"
format: markdown
---
This page provides information on the LightMix tool in Cinema 4D. Overview I Interactive LightMix lets you adjust the intensity and color of your lights and light-emitting materials during and after render – perfect for anything from subtle adjustments to turning day into night directly from the Corona VFB. LightMix can be used on Corona EXR files outside of any 3D software using the Corona Image Editor. Where to find the LightMix? LightMix can be set up either automatically, or manually. Setting up LightMix automatically Go to the menu  Corona > Multi-Pass,  then enable the Multi-pass checkbox in the center column, click on Multi-pass, and finally press the  Setup Interactive LightMix  button. Corona Interactive LightMix Setup dialog then pops up, allowing you to: Choose the way lights are grouped - based on instances, groups, or individual lights See how much RAM is used by each LightMix layer (calculated depending on the resolution of the final render) Decide whether hidden lights should be also considered by the LightMix setup Decide whether denoising should be applied to all LightMix and LightSelect passes Once the settings are confirmed, click the  Generate  button and: One  Interactive LightMix pass  is automatically added to enable the LightMix tab in the Corona VFB Multiple  LightSelect passes  are automatically added depending on the number of lights (including  Corona Sky and Corona Sun  objects if they're present in the scene) - this allows changing the color and intensity of each scene light The available options for the automatic LightMix setup are: Instanced lights  – If there are instanced lights in the scene, each group has its separate pass. All unique lights in the scene are stored in their individual multipass. Individual lights  – Lighting information of each light is stored in a separate multipass. Grouped lights  – Lighting information of each group of lights is placed in a separate pass. All lights that are not attached to any group in the scene are stored in their individual multipass. Layers  – Lighting information for each layer is stored in a separate multipass. After using this one-click solution, you can start rendering the scene (both regular and Interactive Rendering will work), and then go to the  LightMix  tab in the  Corona   VFB  to change the intensity and color of each light. Set up LightMix manually Go to the menu  Corona > Multi-Pass Enable the Multi-pass option in the center column, then From the LightMix category on the left panel, open it and Add the  LightMix  pass ( this is required to enable the LightMix option in the VFB ). Finally, add as many  LightSelect  passes as required (this is required to be able to control a scene light or environment light). Each light that you wish to control should be added to the  Include specific light sources  list in each  LightSelect  pass. You can add one or more lights to each  LightSelect  pass.  Additionally, you can enable the  Include children  checkbox if you have grouped or nested light objects. Objects using the  Corona Light Material  with the Emit light option disabled, cannot be added to a  Lightselect  pass. Equally, the same applies to objects using a material with the self-illumination channel enabled. It is suggested to organize the lights using fewer  LightSelect  passes instead of using one  LightSelect  pass for each light in the scene. LightMix and Denoising You can decide whether denoising should be applied to each  LightSelect  pass or not. To denoise the whole  LightMix  output, you must turn on the denoising option for all  LightSelect  passes. Denoising can be enabled manually for each of the  LightSelect  passes. Denoising can be also enabled automatically for all  LightSelect  passes using the  Included in denoising  checkbox in the  Corona Interactive LightMix Setup dialog . Denoising can be enabled automatically for all of the LightSelect passes. "Rest (unassigned)" LightMix item  can be denoised and saved just like any other render pass.  This is achieved by allowing any  LightSelect  pass to act as the  Rest (unassigned)  pass by enabling the appropriate option ( Include lights not assigned to other LightSelect passes ) for the  LightSelect  pass. Turning on  Include lights not assigned to other LightSelect passes  allows saving and denoising the  LightMix  pass with lights not included in other  LightSelect  passes. This pass is denoised just like other any other  LightSelect  pass as long as the  Apply denoising  option is enabled. If any lights are left unassigned to any LightSelect render pass and no LightSelect render pass has the  Include lights not assigned to other LightSelect passes  option enabled, these lights still end up in the  Rest (unassigned)  section but you aren't able to denoise the render pass or save it. Usage Workflow After setting up  LightMix  ( either automatically, or manually ), the color and intensity of each light can be adjusted in the VFB. Go to the LightMix tab in the Corona VFB and change the desired parameters - this can be done during, or after rendering, for both regular and interactive rendering. You can also use additional buttons below the lights list. Button Description Bake currently set Lightmix colors/intensities into the scene lights. Save settings of the current displayed light mix pass to a config file. Load light mix settings from a config file to the currently displayed light mix pass. Enables all entries if some are disabled  or  disables all if all are currently enabled. Set all intensities to 1. Set all colors to white. Additional Tips: LightMix colors can be copied by dragging and dropping a color swatch onto another swatch. LightMix colors can be reset to pure white by right-clicking on a swatch. You can also right-click on the light names on the LightMix list in the Corona VFB to select a specific light in the scene, add that light to the current selection, or remove that light from the current selection. Compositing LightMix Layers in Other Applications To compose different LightMix layers (LightSelect passes) so that the final image looks the same as in the Corona VFB open the layers in the application of your choice, and stack them on each other in any order using the Add blending mode. In Adobe Photoshop it is called  Linear Dodge (Add) . Using LightMix with Multiple Suns and Environments It is possible to add multiple suns and skies to your scene, and then control their appearance with  LightMix . This means that you can render just once, and pick between completely different lighting conditions, adjust sun and environment intensity and color, and even have two or more suns illuminate your scene at a time.  No re-rendering needed! Using multiple LightMix passes (  VFB 2.0 ) Starting from Corona 12, with the new VFB 2.0, it is possible to create and manage multiple LightMix setups within a single render by manually adding multiple LightMix render passes.