---
title: "LightMix Render Element"
canonical: "https://documentation.chaos.com/space/VRAYUNREAL/116558230/LightMix%20Render%20Element"
format: markdown
---
This page provides information on the LightMix Render Element in V-Ray for Unreal. Overview The LightMix render element provides adjustment control to the lights in the scene from inside the  New V-Ray Frame Buffer . When a LightMix render element has been added before rendering, the intensity and color of the lights and light emitting materials can be changed directly from the VFB during and after rendering; lights can be enabled or disabled on the go, without the need of re-rendering your final output, or navigating to individual lights parameters during IPR. This feature can handle individual lights as easily as light groups, layers or custom selections. LightMix Enable  – Enables the rendering of the channels included in this render elements group.  – Adds additional render elements to the render elements group.  – Deletes all the render elements in the render elements group. Active  – Enables the render of the current channel. Denoise  – Enables the render element's denoising, provided the Denoiser render element is present. Consider for AA  – By default, the Image sampler applies AA based on the RGB image. When this option is enabled, the Render Element is considered for AA. Filtering  – When enabled, it applies the antialiasing filter to the render element. Color Mapping  – Applies the default color mapping options to this render element (Reinhard).  Group By  – Specifies how the scene lights will be listed in VFB. Individual Lights  – Lighting information of each light is stored in a separate channel. Manual Light Select  – Render channels are created based on the existing  Light Select  render elements in the scene. Lights that are not specified there, are collected in single render channel called  Rest .