🤩 IT'S HERE: Light Linking in Blender!😮(First Look)
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- Опубликовано: 3 авг 2024
- FIRST LOOK at the experimental Light Linking feature for Cycles!
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As an old Max user to Blender, I have waited for this for 8 years now.
yeah, i wonder why, in max, this is like walk in the park...😅
Hey, I have Blender 2.93.
So this will probably not work for me, right?
I am just trying to save some time and avoid disappointments 😅
Finally!!! I‘ve been waiting for this feature for yeeears! ❤️ perfect for product visualization!
Same here!
I can't believe THEY FINALLY ARE GOING TO ADD IT. That was a highly requested feature for so long. I'm so happy to see it's finally coming!
3ds Max have this for decades. Thk God they put this in Blender. Very useful.
Not in there yet ... but better late than never, right?
This is a massive improvement, thanks for the heads up
NO WAY! Am I dreaming. I didn't expect it this early. thank for the video 🧡
Super Info. vielen Dank für das gute Video ! Es macht immer wieder Spaß die sehr gut erklärte Videos anzuschauen
OMG! This is great! It's going to be so helpful for having eye lights on characters with any lighting set up!
I usually just create a scenes layer for the eye seperates light But this is faster
Been waiting for this, finally the feature came🎉🎉
Finally, i have been waiting it for years.
thank you for getting back to me.. it is in this and heres the thing, I didnt know it was the render/cycles that had to be changed in order to see it.... I am learnign Blender and as a noob.. you just helped me get past a hurdle.. in all the requests to understand not one person showed that render/cycles was the key to finding it except you in your video.. thank you so much.. now back to learning..!! :)
I was waiting for this feature to come. I was very upset when the blender developers announced that they wouldn't bring it. I am very happy right now. Regardless of the topic, I'm curious about your opinion on a topic, what do you think about the light glow effect in blender. I think we should announce this to the developers.
Omg, I been search this few month ago for my work task, now is happen, thank you so much
Awesome!
thats crazy, it would be awesome to be able to use it on eevee
Great news !!! Just missing the ligthgroup with enable passes (diff, gloss and co) by lightgroup and Cycles will be the same as production render like Arnold (oki, will missing LPE too but it's really specific). It's really great in the way they done it.
It's great to see light linking worked on, this is super useful. One comment tho, I feel like developers are putting more and more features dependent on outliner and collections, which as a concept seems the right thing to do, but in my experience this is starting to be confusing and cumbersome. Just a few examples. Collections are great to organise your scene, in fact, that is the main purpose of the outliner. Then, render layers where introduced and combined with the outliner, which means you have to think how to organise the scene, but also have the render layers you will need, which is kind of a compromise in some cases or you just have to render, do adjustments, then render again or have seperate scenes or files prepared. Also, the visibility of a collection can not be animated, because it was clashing with the functionality of linking. Now, to have lights affect particular objects, you have to make even more collections and think how to organise all other stuff around that. It's just too much and it''s too easy to make a mistake and also if changes are needed, restructuring the scene takes even more consideration. All of this could be solved if scene structure, render layers and light linking would be separate editors.
Why not give your idea to right-click select in blender.
@@rajendrameena150 Because they are aware of these things, but chose to pursue this approach. Until someone from Blender Studio will not come to the same conclusion, there is no point doing that. These are big changes now and probably would break things. A light linking editor could still be added at this point tho.
@@karlisstigis still if you be far more better if you could go to the dev forum and help on the design instead of spending so much time writing here for improvement
Current design was made simple on purpose. On development site they wrote:
"On top of this basic data structure there a more convenient UI can be implemented, for example to automatically created a light linking collection from selected objects or selected collection, to view and edit the relation from the object -> light point of view instead of light -> object, etc."
Those are of course just examples and not final decisions.
Separate editor for light linking is overkill, there have to be more elegant solution within bounds of an Outliner.
I tend to agree. The requirement to use collections adds a level of complexity.
waiting for it for long time!
i think it better to pick object in light list instead of put object in collection. sometimes we need to put objects in particular collection for example GROUND collection and putting again some objects in the new collection for light linking can complicate managing on objects
Definitely, it would be unusable. imagin a bigger scene, where you have to manage other things as well by collections
As a 3ds max/vray user, light linking was basically all I was doing when lighting a scene. just started blender, I think I got lucky!! :-)
Wow, powerful
Crazy, it took this long to have this.
WOW.. I was soo missing this feature for like forever.. I do product visualizations and this is something that i been missing since switching to Blender years ago ❤❤
Same here! 👍
I used e cycles for a while and it's included in there....
Finally ❤❤❤❤
Previously you can only do something like this by separating each RGB lamps to distinguish what every light's unique function did in the shaders. This will make toon shading look amazing. Thank you, you always make how to's and tutorial easy to follow along.
Im a novice trying out toon shaders. Most toon shaders I've seen run in Eevee due to some shader nodes not being available in Cycles. And this nee feature seems to be limited to cycles.
Which toon shader setup runs in cycles? I'd like to try that out....
That's great news, Just recently I was thinking about switching to C4D just for this feature, tried C4D and is terribly slow. I'm so glad this is coming to blender.
Hey, If you don't mind me asking,
I have Blender 2.93.
This is probably not going to work for me, right?
I am just trying to save some time and avoid disappointments 😅
Finally :D
Finally..!!!
And that’s the moment when Blender become actual production ready tool. Just wish we’d have ouliner as a nodes similar to katana or gaffer. That’d be complete game changer.
all 3d apps had this by default 15 years ago
Old Lightwave user, it was standard in LW...finally in Blender!
Anyone have a guess what the chances eventually seeing this for EEVEE might be? Hope hope hope. So happy to see development happening for this feature, which is the primary one I miss from Maya. Let's also hope the clunky Collections method gets replaced somehow. Looks very cumbersome having to link objects and stuff. Also wondering if there will be Light-Centric and Object-Centric Light Linking. Anyway, super stoked about this!
Yeeeeah🎉🎉🎉
finaly we can have a backlight without affecting the backdrop haha
3.5 just got realsed chill man XD
😂
@@chrisprenn But its nice that we get what so many people want. Thats the right direction for Blender!
yes!
Taking a first look it seems to me the Shadow State setting is not working yet. The Exclude however is actually doing something. For example, I have a cube, a sphere and a plane as the floor, a blue and a red light. The cube is in a collection "blue", the sphere in a collection "red", the plane is in both.
Now here comes the thing: as you showed in the video, if I set the sphere's and plane's Light State to "None" in "red", all objects receive the red light: the sphere, the plane and also the cube even though not being in this collection. Setting the sphere to "Include" now makes the sphere exclusively receiving the red light. The plane and cube stay dark.
However, if you want cube and sphere to receive the red light but not the plane, you can leave the sphere at "None" and set the plane to "Exclude".
So it seems, the "Include" setting makes an object the exclusive light receiver if the other objects are set to "None", "Exclude" or are not present in the collection. The "Exclude" setting makes an object not receive the light whereas others still receive it no matter if they are in the collection or not (except there is one set to "Include", which cuts off the light for non-collection objects).
I guess the reason for this might be that you don't have to put all objects in specific collections for each light. By the way, when you linked the objects to the blue and red collection in your video, it is not necessary to take them out of the default collection. You can link objects to many collections even if they are placed in a specifc one (for reasons of model hierarchy or whatever).
Anyway, these "None/Include/Exclude" states remind me a bit of audio mixing channels where you have a "Solo" and "Mute" button. "Mute" mutes the channel while all others still play if they are set to nothing else, "Solo" mutes all other channels no matter if muted or not and only plays the solo channels.
Just use the 'New' button to create a Light Linking Collection & 'DRAG' from the OUTLINER the meshes into the list of the new light linking collection.
You won't see this collection in the outliner what creates less linked clutter in the outliner...
This reminds me of George Carlin "Here's an idea: a light bulb that only shines on things worth looking at."
At last 🙂
FINALLY! Been requesting this for years. But what I really need/want is for the assigned light to not show as a reflection on specified objects in the scene. When you do a flying logo and the light(s) shows as a hot spot on the object as it's traveling...not so good.
I hope that this will be possible too
couldnt you just use the ray switch node for that ?
question, I am missing my light propperties so when I am in my light tab I can only see 'point sun spot etc' the rest is missing, Is this a bug or has it been moved in 3.5?
This could be useful for a blacklight effect with fluorescent glowing materials.
I just downloaded the 4.0 alpha version with Light Linking. The UI is very different, separating the Light Linking and Shadow Linking into two panels. Interesting . . .
Good to know! I haven't tried 4.0 alpha yet
Is light nodes removed in 3.5?
It's not that convincing using Collections is logical, but it can cause to create a mess in the outliner, even for simpler scenes, where you may need small exclusion list but you don't want to clutter the outliner with nested collections or similar representations. I think light linking should feature alternative ways to handle light exclusion lists o more options for the user.
i thought that feature like it is easier to implement in eevee. Also it would be useful for NPR stuff
It probably would be on the face of it, but the Eevee and Cycles teams are entirely separate and it was the Cycles lot that decided to tackle it first. Blender development is actually quite decentralised upon examination.
After soooo many years…. FINALLY.
Yes 💪
I've seen this in other software but have never found a reason to actually use it.
perfect for product visualization / archviz :)
What can’t you just have all objects in a single collection? Since each light has the option to enable/disable linking of each object anyway?
Try it! The collection has the include/exclude settings and if you use the same collection on multiple lights you only get these settings once.
Honest to God thought this was an April fools joke! 😳😳😳😳
Oh 😄 nope it's a real thing ... I hope!
Does it have to be in cycles Render mode? I hope it's available in Eevee mode
currently only available for Cycles
Finally. And do not explain why it took so long to wait for such a necessary function?
I downloaded 4.0 and 4.1 alpha and beta.. and nad.. can't find it and there is no shading sub tab in object properties... I have tried everything and nada can't find the version you are using..
the UI is different now - check my latest videos (animated graphics overlays) where I show how you can quickly light-link now in v4
i think this is similar with the goo engine
oops i thought we already had this since 2.8
we _wish_ we had this in 2.4 ;)
so light linking gets launched with 3.6 onwards then!
🤷🏻♂️ don't know
If this is coming to 3.6 LTS finally there is really zero reason to NOT use Blender for everything except the work that is needed for simulations like in houdini. Since Brecht is working on Light Linking hopefully there is not so much back and foth for a final implementation.
is that working on blender 3.0?
3.6 (I think)
@@chrisprenn got it...thanks 😇
Over use of collections.. its time the divide that into groups and layers… its just impossible to get a scene order and still all the collections order. so messy. Wonder how it deals with objects in multiple collections
agree the collection system just never clicked with me
In cinema4d you basically use empties for that not sure if you can do that in blender that well.
You don't have to do it this way. just click the new collection button in the light linking tab, this will create a light linking group that will not appear in the outliner.
and simply drag and drop objects inside the light linking group.
I have been working in Blender for a very long time. This is interesting, however, past abstract I see no use... anyone have any ideas for this workflow?
I will make heavy use of this in product viz!
I guess that's a convenience but can't you do everything with cryptomatte and light groups already? :P Light groups won't exclude or include any objects in particular, but one can select for example Suzanne with the cryptomatte and set it so that only the "green light" light group will affect it. Then just do the same with another light group and add the results together with a mix node.
Is there an instance where light linking is needed or is it just gonna make stuff easier and more convenient?
Yeah, but you can now preview result faster right in the viewport.
@@Al1987ac fair point :D the real time compositor doesn't show other render passes than the default so it cannot be used in the viewport. i also noticed i cannot really make the reflections dissappear with the current setup so maybe that's one of the reasons for light linking as well
@@Lattamonsteri It will be super useful for scenes with lots of lights and shiny objects. I'm actually very excited for this feature!
@@Al1987ac let's hope it gets polished fast so it can be added to the main branch :D it's nicer to use then!
There are some fatures they take far too long to impliment. This really should have been in years ago.
Blender gets used by so many people, in so many different ways that it’s not even funny. All of these folks have completely different definitions of “essential” features.
For example, see other comments from people here to the effect of “this seems like a novelty, why would I use this?”
I say..let’s just be thankful when these sorts of immensely useful features make it into Blender.
I feel that on balance, they do a better job than most software companies at including new features.
I guess it is not valid for the Word light
but maybe it will be
Pls don’t be an April fools joke 😅
Blender's UI and workflow still is super weird. Excluding/including objects from lights is a feature that has been in 3ds, Maya and other serious 3d apps for decades...
Also calling it linking is wrong. Linking refers to acquiring attributes from a parent to a child node.
too bad, is not in eevee.
maybe one day
When this is implemented Blender will have 3 MAJOR MISSING features left: 1) Reflective Caustics 2) Nested dielectrics 3) Proper shadow/reflection catcher pass. Once all of it is implemented, there is literally no rival to Blender.