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title: "Light Select"
canonical: "https://documentation.chaos.com/space/VRAYNUKE/110625529/Light%20Select"
format: markdown
---
## **Overview**

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UI Path: ||Toolbar|| >** V-Ray Menu icon > Render > VRayRenderElement > Type: Light Select**

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## **Inputs**

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The Light Select Render Element node allows one or more lights to be connected as inputs.

 

## **Properties**

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![image](media://2f2394c5-5839-4ad7-b6ef-a8de1d9bec1c)

 

 

**Apply Color Mapping** – When enabled, Color Mapping will be applied to the Render Element.

**Consider for Anti-Aliasing **– When enabled, anti-aliasing will be used where possible.

> Macro (anchor)

 **Type** – Sets what type of lighting contribution is generated in the element as follows:

**Direct illumination** – Lighting within the Light Select element behaves as normal and contains diffuse and specular information.   
 ** Direct raw** – Lighting within the Light Select element behaves as a raw render element.  
 **Direct diffuse** – Lights within the Light Select element output only their diffuse contribution and contain no specular information.  
 ** Direct specular** – Lights within the Light Select element output only their specular contribution and contain no diffuse information.  
**Full** – Lights within the Light Select element provide full output for all information available in the scene such as GI, SSS, reflection, refraction, etc.  
**Indirect illumination **– Outputs all indirect light bounces, including indirect diffuse and specular information.  
**Indirect diffuse** – Outputs only the indirect diffuse light bounces. This mode is similar to the [GI render element](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625505).   
**Indirect specular **– Outputs only the indirect specular light bounces. This mode is similar to the [Reflection render element](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625521).  
**Subsurface **– Outputs only the information calculated from Subsurface Scattering materials.  
**Light path expression** – Allows capturing custom light transport paths with regular expressions. Right-click in the field for a list of presets. See the [Light Path Expressions](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110626278) page for more information.

## **Common Use: Changing Lighting in Composite**

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Below is an example of how to use the Light Select Render Element in a composite.

Both of the element's **Types** have been set to set to *Direct illumination.* 

The scene used for the images below uses only two lights, a [VRaySunSky](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110626608) and a [VRayLightMesh](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625375) and each has their own Light Select Render Element. The renders below show how the two Light Select Render Elements can be combined to give the same result as the [Lighting Render Element](https://docs-chaos.atlassian.net/wiki/pages/createpage.action?spaceKey=VRAY4MAYA&title=Lighting), and combined with the [Global Illumination Render Element](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625507) to give the equivalent of the [Total Lighting Render Element](https://docs-chaos.atlassian.net/wiki/pages/createpage.action?spaceKey=VRAY4MAYA&title=Total%20Light). This gives a finer level of control in the composite to change things such as the intensity, or color tinting for individual lights within separate passes.

 

For more information, see the video. 

 

> Macro (iframe)

 

### vrayRE_Light_Select Render Examples

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> ⚠️ As the second light (the [VRayLightMesh](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625375)) contains no specular contribution at all, it is not rendered out for Light Select 2.

 

 

> ⚠️ Light Select Direct Diffuse, Direct Raw, and Direct Specular **Types** are combined by all Diffuse being merged together with a plus operation in the composite. The same is done to the Direct Raw and Direct Specular **Types. **The combined Direct Diffuse Light Select passes are then merged in composite with a Multiply operation with the Direct Raw Light Select passes. These are then merged with the Direct Specular **Type** Light Select passes, which then produces the same as the [Lighting Render Element](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625499). If all these combined Light Select operations are then combined with the [GI Render Element](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625505) with a plus operation in composite the [Light Total Render Element](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625525) will be reproduced.
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> ⚠️ As the Specular component is already present in the Light Select Render Elements, no [Specular Render Element ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625509)is needed to be present in the final composite.
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> ⚠️ In the examples shown here, as the background is camera projected onto simple geometry and we do not need any extra lighting information added to it; A mask created from the inverted blue channel of a [Multi Matte Render Element](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625173).
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> ⚠️ ![image](media://f09fbba9-4823-47ce-aedc-2330f9d97cc0)
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> ⚠️ > Macro (legacy-content)

 

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## **Notes**

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- When using Light Select, a good practice is to have one Light Select pass for each light source in your scene. This way the [Lighting ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYNUKE/pages/110625499)element can be recreated from them, and adjusted as needed while compositing without re-rendering.
- If the Light Select element **type** is set to **Direct illumination**, the specular contribution is added to the render element. While this is perfect for simple compositing, a better workflow is for each light to be selected for two Light Select Render Elements, one with its **type** set to **Direct diffuse** and another with its **type** set to **Direct specular**. In this way, the specular and diffuse lighting can both be controlled independently at a composite level.