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@@rizky_bayuu Yes, this works for emission materials too. You can pick a light group for the objects with emissive materials in the Properties Editor > Object > Shading > Light Groups. Then you have the emission light on a separate layer. Works only in Cycles. ~Zach
You have just saved me a tone of money based on time!!!!! My client would be so impressed on my speed change from the past to present! Thank you so much
This is literally going to save me so much time, I'm working on an 1800 frame project with several light sources that takes my computer hours to render
@godzillnoob oh yes, recognizable, I honestly don't understand that a lot of creators don't mention the minimum requirements your pc or laptop need to follow their courses. 8 gb VRAM is absolutely a minimum to start with when making animation and bigger sculpting projects. I bought a course on rigging last year. I couldn't even finish the first rigging task, my laptop crashed so many times. And I don't use other big apps on my laptop. But you can find some great videos with tips and tricks to lower the rendering time without losing too much quality.
For emissive materials, you can subtract the light groups from the original render with mix nodes. That will give you every light source not included in the light groups, including emissive materials. ~ Daniel
Tip : When using cycles, on the Output Tab, set RENDER TO REGION to ON. This makes the Render Preview mode only render what the camera can see when you're viewing through the camera. Saves a "bit" of preview render time when working on your scene layout and gives a better impression of the actual final render.
@@cgboost : Ty ^_^ Small request ; could you add some info about the denoising node in Compositor? I feel like some people might be startled that their denoised, light-grouped render now has a lot of noise after following the tutorial 👍🏾
You absolutely can, yes. Just make sure you save your light groups as videos / image sequences as well, or you won't have the required light information to work with :) ~ Daniel
I know we can do it with openexr multilayer in other software, but in just only blender after you do your composition, you still need to re-render the whole scene right? and if you want to change something inside compositing tab, again that would be a re-render the whole scene right?
No, you don't need to re-render the 3D scene at all. If it's a still image, you can save the result of the compositing work directly from the image editor (Image > Save As, or Alt + S). If it's an animation, you can render all of the passes (full image and light groups) to image sequences when you render the first time, then you can just work on the image sequences, like in any other software. No re-render if the 3D scene required. ~ Daniel
For emission-based materials, the best way I've found to extract that information is to subtract all the light groups from the original render with Mix nodes. This will give you the emission without any other lights, and you can treat it like another light group. ~ Daniel
Well, you can just pick a light group for the objects with emissive materials in the Properties Editor > Object > Shading > Light Groups. Then you have the emission light on a separate layer. Works only in Cycles. ~Zach
Yes, you can absolutely save the light groups as EXRs or any other image type. In fact, I would recommend it, whether you're doing an animation or a still-frame render, so that you don't need to re-render if you close Blender. ~ Daniel
You can render one frame like normal, and grade the light groups for that one frame. Then you can render the whole thing out and it will apply to everything. Or you can save all of the light group render outputs to image sequences and combine them afterward. I'd recommend the second one :) ~ Daniel
@@cgboost Thank you. So say i take those frames into a video editor like davinci and i want to go back without rendering to fix the light. i just do that in the compositor in blender and it applys to the final images still?
If you save the light groups as images and try to do compositing in Photoshop, the light will look incorrect. Although I was mostly able to handle it, it's still frustrating((
This might be due to a colourspace difference, so make sure that you're saving in a format that bakes in the colourspace, such as PNG if you're going to take it to a different software. ~ Daniel
@@cgboost Yes, I saved in most formats, including png 16-bit, and the result was always bad. I understand that the "add" overlay mode in blender does not work the same way as the "Linear Dodge (add)" overlay mode in Photoshop and other 2d editors. And I have a feeling that this problem may overlap with the problem of displaying transparent images with a glow effect. As a result, in order to get a layer with lighting that will overlay correctly, I had to output a separate image with the necessary light, as well as a picture without it, then overlay them on top of each other in Photoshop using the "difference" overlay mode and save the result, so I got a layer with light that it will be calculated correctly in Photoshop using "Linear Dodge (add)". But this method has its drawbacks, it works perfectly only if you want to apply one layer of light, however, if you want to use more than one layer of light, then an error will accumulate in the form of an increase in brightness in those places of the image where the layers of light intersect. Actually, I don't really like working in Photoshop, but my employer required me to do compositing there)
They could probably use YOLO and/or Segment Anything to make that mask selection similar to the magic mask in resolve. Or actually, could just use cryptomatte - forgot about that.
You could use cryptomattes, this is true. However you still run into the problem that you are grading all of the lighting on that object together. ~ Daniel
You can save any image (including any / all of the light group outputs) to images / image sequences, and import them to After Effects from the resulting image file(s). ~ Daniel
🦜 Get our new Master Compositing in Blender course 20% off as Early Bird here: cgboost.com/courses/master-compositing-in-blender
🎫 Coupon code: EARLYBIRD20
hey I forgor to ask this
is the light group for material?
(emission in material)
@@rizky_bayuu Yes, this works for emission materials too. You can pick a light group for the objects with emissive materials in the Properties Editor > Object > Shading > Light Groups. Then you have the emission light on a separate layer. Works only in Cycles. ~Zach
You have just saved me a tone of money based on time!!!!!
My client would be so impressed on my speed change from the past to present! Thank you so much
Delighted to hear it helped!
~ Daniel
This is literally going to save me so much time, I'm working on an 1800 frame project with several light sources that takes my computer hours to render
I used this with maya/arnold a lot, thanks for sharing within blender!
Really nice tutorial, and I highly recommend people to enroll on Daniel's course, is a game changer!
I wish I'd known about this sooner. Light Groups + Light/Shadow Linking = Unlimited Power
This is great, I am considering getting the course. Well presented.
My renders are terrible. I need to improve!!
Nice video! Very helpful & useful! BTW, the course is great! Thanks.
Really enjoying the compositing course. A few videos in and watching this workflow using light grous makes sense!
This course was so awesome.. It changed the way I create forever.
I am delighted to hear that!
~ Daniel
Super useful tutorial million times thanks
Crazy tutorial! Ill defiantly buy the course someday.
I've already bought the course: it's definitely recommended
Great tutorial!
Very powerful later i will buy course
Okay I can't miss that one.❤❤❤
You just saved my life
Thank you so much for this in for the information I can use this method in davinci resolve for compositing
Awesome, Thanks
Very useful 🙏
You guys are awesome!
Very informative!
Beautiful
Great video, very informative.
It's great!!✨✨✨
This is brilliant :D
I'm gonna try all of these scenes with my 8Gb VRAM laptop. Wish me luck. 😊
You can do a lot of stuff with 8GB of VRAM. If you work smart (and compositing can help with that) the limitations are not that hard to work around.
@Blend-a-lot I'm gonna take this one. My fist Blender courses were on geometry nodes, 3D modeling and rigging. This will be a perfect addition.
I am always struggling with my 4gb Vram I can't do large scale scenes
@godzillnoob oh yes, recognizable, I honestly don't understand that a lot of creators don't mention the minimum requirements your pc or laptop need to follow their courses. 8 gb VRAM is absolutely a minimum to start with when making animation and bigger sculpting projects.
I bought a course on rigging last year. I couldn't even finish the first rigging task, my laptop crashed so many times. And I don't use other big apps on my laptop.
But you can find some great videos with tips and tricks to lower the rendering time without losing too much quality.
I use blender in 6gb vram, so this is fine lol
Thanks a lot! for emissive objects should we do it in the same way?
For emissive materials, you can subtract the light groups from the original render with mix nodes. That will give you every light source not included in the light groups, including emissive materials.
~ Daniel
@@cgboost Thank you for your detailed explanation!
Dayum!
I want to get a bunch of courses from the site, but they are all out of my budget as I'm still a student. Maybe someday!
There is a student discount available. Just message the support email from the website :)
~ Daniel
Tip : When using cycles, on the Output Tab, set RENDER TO REGION to ON.
This makes the Render Preview mode only render what the camera can see when you're viewing through the camera.
Saves a "bit" of preview render time when working on your scene layout and gives a better impression of the actual final render.
Good tip! Thanks for sharing
~ Daniel
@@cgboost : Ty ^_^
Small request ; could you add some info about the denoising node in Compositor? I feel like some people might be startled that their denoised, light-grouped render now has a lot of noise after following the tutorial 👍🏾
Can we also use this for video renders in blender i mean changing lights and color correction for entire animation video that we do in blender
You absolutely can, yes. Just make sure you save your light groups as videos / image sequences as well, or you won't have the required light information to work with :)
~ Daniel
I know we can do it with openexr multilayer in other software, but in just only blender after you do your composition, you still need to re-render the whole scene right? and if you want to change something inside compositing tab, again that would be a re-render the whole scene right?
No, you don't need to re-render the 3D scene at all. If it's a still image, you can save the result of the compositing work directly from the image editor (Image > Save As, or Alt + S). If it's an animation, you can render all of the passes (full image and light groups) to image sequences when you render the first time, then you can just work on the image sequences, like in any other software. No re-render if the 3D scene required.
~ Daniel
How does this work for emmission meshes?
For emission-based materials, the best way I've found to extract that information is to subtract all the light groups from the original render with Mix nodes. This will give you the emission without any other lights, and you can treat it like another light group.
~ Daniel
@@cgboost I've been doing it using render layers. Defenitely gonna try this in my next project. Thank you
Well, you can just pick a light group for the objects with emissive materials in the Properties Editor > Object > Shading > Light Groups. Then you have the emission light on a separate layer. Works only in Cycles. ~Zach
@@cgboost I must have seen this it Eevee. Only light & shadow linking was there and I assumed it didn't exist for meshes. Thank you
This is some crazy stuffs🥹🔥
Will/Can the light groups be saved in an openEXR? Otherwise you still need to re-render an animation at least once to have those channels.
Yes, you can save any type of pixel information in an openexr
Yes, you can absolutely save the light groups as EXRs or any other image type. In fact, I would recommend it, whether you're doing an animation or a still-frame render, so that you don't need to re-render if you close Blender.
~ Daniel
how would you do this for an animation?
You can render one frame like normal, and grade the light groups for that one frame. Then you can render the whole thing out and it will apply to everything. Or you can save all of the light group render outputs to image sequences and combine them afterward. I'd recommend the second one :)
~ Daniel
@@cgboost Thank you. So say i take those frames into a video editor like davinci and i want to go back without rendering to fix the light. i just do that in the compositor in blender and it applys to the final images still?
I wanna render my scene with passes and rebild beauty pass in comp and use light groups along with it. is it possible to do so?
It is most definitely possible, yes.
~ Daniel
If you save the light groups as images and try to do compositing in Photoshop, the light will look incorrect. Although I was mostly able to handle it, it's still frustrating((
This might be due to a colourspace difference, so make sure that you're saving in a format that bakes in the colourspace, such as PNG if you're going to take it to a different software.
~ Daniel
@@cgboost Yes, I saved in most formats, including png 16-bit, and the result was always bad. I understand that the "add" overlay mode in blender does not work the same way as the "Linear Dodge (add)" overlay mode in Photoshop and other 2d editors.
And I have a feeling that this problem may overlap with the problem of displaying transparent images with a glow effect.
As a result, in order to get a layer with lighting that will overlay correctly, I had to output a separate image with the necessary light, as well as a picture without it, then overlay them on top of each other in Photoshop using the "difference" overlay mode and save the result, so I got a layer with light that it will be calculated correctly in Photoshop using "Linear Dodge (add)". But this method has its drawbacks, it works perfectly only if you want to apply one layer of light, however, if you want to use more than one layer of light, then an error will accumulate in the form of an increase in brightness in those places of the image where the layers of light intersect.
Actually, I don't really like working in Photoshop, but my employer required me to do compositing there)
They could probably use YOLO and/or Segment Anything to make that mask selection similar to the magic mask in resolve.
Or actually, could just use cryptomatte - forgot about that.
You could use cryptomattes, this is true. However you still run into the problem that you are grading all of the lighting on that object together.
~ Daniel
@@cgboost - oh, gotcha, thx
Hehe, I can't count the amount of times I have needed to adjust the scene lighting because of one stupid light not being set right.
This has been the basic workflow for all high-end productions big studios for decades.
Exactly right :)
~ Daniel
How can i export it to after effects?
You can save any image (including any / all of the light group outputs) to images / image sequences, and import them to After Effects from the resulting image file(s).
~ Daniel