Blender's Most Requested Feature Is FINALLY HERE!
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- čas přidán 28. 04. 2023
- Yes, it's true. Lighting linking is finally coming to Blender!
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You can leave poor Pablo alone now and stop bugging him about light linking!
Light linking is adding super powers to 3D environments... I wish I could do the same on photography / video / cinema. Wondering if for the time being, photography / cinema tricks could be implemented on 3D scenes.
i was wondering today what do we annoy him about for the next 4 years
🫠
It's JUST the most important feature of you want to use Blender in production 😅
I've been using Blender for almost 2 years and somehow the fact that this was such a requested feature escaped me. But now that I think about it, I've had a few projects where this would have definitely come in handy, so it's amazing to hear this is actually being implemented 🖤
Where can I download the light linking addon?
@@Mynkkk1717 czcams.com/video/bGdLqMGljlU/video.html
@@Mynkkk1717 It's not an addon, it's included in the experimental branch of Blender that you can download.
I can’t wait to use this for rim-lighting characters without affecting the rest of the scene. Been driving me mad for years!
This was the first thing that came to mind.
Ikr. God this will make life easier.
@@ChaosOver Yeah but also - Link area light to character = Rim light. Job done 😁
@@davebrainvfx Still you need at least passes or proper light linking / light sets. Else your rim light also influences the rest of your scene. ;)
This definitely seems useful for that, although I just always think of it how a film/photography studio would do it in real life. Use spot lights to focus the light on only the character, and/or put flags (black planes in this case) to block the light from hitting other objects.
This stuff is so good for adding MORE keylights to your flat scene without sloshing light all over the environment. You see this like crazy in all big animation films. They throw "realism" and "logic" of light physics out in Lew of better readability and of course cheaper rendering
just in unrealistic e.g. pixar movies... but not in all normal movies which make 95% of all CGI effects
@@PrefoX yeah sure because lighting in film is realistic 🙉
Considering how much work is done on film sets to control lights, hitting certain things, missing others, being hidden out-of-sight, etc., using a variety of devices, just being able to say, "OK, light, illuminate this and don't do a thing to that!" would be the dream of any grip, gaffer, and D.P.
I've vaguely wished I could do this many times, but didn't realize there was a term for it. Looking forward to it being in an official release.
This is unbelievable! This is like Inkscape getting CMYK support.
bruh 😂
Did it?
ROFL at the "light linking" whole part at the beginning hahaha good one
Thank you for this amazing update. I would have liked to see light linking come sooner to Blender but yes it is finally here!
When I experimented with Lightwave 20 years ago, I remember it had that feature for lights and shadows. You could also specify whether a light would affect only specular or diffuse, allowing for custom light setups for the environment and each individual character.
LightWave is legend!
It was in every big 3D package 20 years ago.
Even Blender had it -- in the old BI renderer.
@@lawrencedoliveiro9104 Oh, so it's a feature they've had to re-implement.
3dsMax had this for more then 20y
Finally we can get these Redshift/Octane product renders with strong shadows yet good background bounce lighting going properly! Good times :D
Can't believe it took SO LONG for such a basic feature to arrive :D
Thanks for adding me in the video 00:38 🤣🤣
dude what an explanation i'm a novice blender enthusiast and loved the editing showcasing how much was it requested
You don’t realize how much you use it until you do. C4D has this and it’s nice.
I made a workaround for this in an animation I posted as a contribution to the 3D Space Challenge. Of course it was just a few second long animation, so I guess it wasn't really considered (seeing the other entries afterwards).
But what I did was two separate videos. One with the moon and the text warping around it with no "text light" and one where I didn't render the moon, but lighting up the text. Then using the latter as a layer above the other.
Anyway it was a textbook example for this feature being very handy.
You could have done it with light groups as well, I think :D Sounds like it, at least.
Very useful video! good to know of light linking! thanks!
This means that I can finally mask off JUST reflected light from a shadow catcher to an object.
Greate video, I hope we will get it in 3.6.
I just wanna mention that you can exclude shadows as well. I made a video on my channel covering it.
This missing feature among others were the reason why I stopped using blender some years ago, and now that they are implementing it I'm returning
@dirk, if you check through the comments you will see that you could have done this with Blender all along. Google: compositor, view layers, collections
WOW - I can see why everyone is asking for this. Game changer.
This is amazing!!
I just started using blender. Used Lightwave years ago and remember that feature was in LW like 20 years ago from what I remember. Glad it will be available in B3D.
If you're going to use background music, using sidechain compression can help to keep your voice more legible by ducking the music volume when you're speaking.
Love this. I came to Blender from years of Cinema 4D and am chomping at the bit to get this functionality. Thanks again for sharing.
Pablo must be really relieved
Oh my god, I have been needing something like this for FOREVER. I design a lot of title cards and elements in Blender that don't need every light source to be motivated, and this could make my entire workflow so much easier. Thank you for highlighting this!!
Insane feature
Amazing bro!👏🏻
Can't wait!
Yeah, we desperately need this feature. But like with any other feature missing in Blender - you find a workaround since there are so many ways to do things in Blender. Looking forward to implementation of this one and thank you for the video
I never even knew this could be a thing, but I can easily see this helping me now
Absolutely the only thing I miss from my Maya days. Really helps when you want to paint with light.
Great success!
Wow its my frist time hearing about light linking and it amaaazing i love it 🔥
That's amazing
Whaaaat?? God damn i waited for this so long 😱😱
I want to utilize cartoon shading with light linking, the toon character might be on the lake but I don't want the sun to reflect the same on the lake as the shading for the the toon character. Maybe even make a faux shadow just for the character. It would make faux 2D animation look really interesting.
I think maybe this kind of cartoon style is hte best case use for something like this.
@@glenn_r_frank_author @Lightning Boy Studio
10 days ago "We are excited to see how it works and how we can use this too!" These guys are serious about toon shading but didn't have the sophisticated shaders to fill a scene without using compositing.
As an entry-level Blender user, I've certainly wondered about it. Since 1998 I've used Lightwave professionally, and it had that light-specific feature DECADES ago. When I couldn't find the feature in Blender, I thought I must be overlooking it. This is often the story with Blender, which is 95% amazing, and the other 5% is HOW COULD YOU AVOID IMPLEMENTING ?!?
Welcome to Blender!™
Now its perfect!
Wow, that's insane. Most DCCs have had this for 20yrs+, I'm speechless.
Damn I assumed this must already be in Blender, it seems like such a useful feature.
Great to see this is being worked on. These are ciritial features for motion graphics where reality is not really necessary
I have a feeling...lightlinking will be inside live compositor with layers.. man it's gonna be great
next, I wish, realistic bloom & glare, and displacement shader imrpove
OMG i thought it was just me trying to figure out if this was possible. I couldnt figure it out but to see I wasnt alone makes it all make sense now.
Alleluia!!
I needed this feature three years ago already. Those horrible shader node hacks, the multiple scenes with block outs and then and kludging them using composite nodes... oh the pain...
LETS GOOOOOOOOOOOO!!!!
please bring more videos on fixing topology
Got my hopes up for the bone select pipette
Haha Pablo Saved
sounds useful
This feature is sooo overdue!😅 Time to let your shiny models shine!...or not
Tx Rob, one small step for 3d man, one giant leap for BlenderMainkind;)
they should also add a weight slider 0-1 unstead of a boolian. some time you just want less influance of the light and not completely turn it off on an object
Missed this feature since i switched from cinema4d to blender now there is some progress 😭
Nice.
Glad it's there finally Maya has had this since early versions.
Yes finally! Dos seem limited, but hey, it's a start.
Also distracting music in this video, thought my computers cooling fan was going berserk at a point XD
Finally !
Nice. You can kind of do this already but it's a pain to set up in the compositor and can sometimes require multiple view layers. You can exclude a light using material nodes as well to an extent. But this light linking approach is much simpler.
Every single project I've been working on I've been missing light linking. Had to use E-cycles for couple of times just because of this. Can't bleieve it's finally happening oficially!
I was learning redshift just for this feature cuz i do product rendering
I was just working on a scene and wishing I had this
bytheway, now it's in mainline since Blender-4.0 cycle
i have wanted this for so long without even knowing what it was called, I thought you could already do it but i was just to lazy to google how.
Adobe Autodesk decision-makers: Emergency Meeting right now!
I know. This has been my number one single and pretty much only feature I miss from Maya. (Ok, its pivot tools and selection tools also but nothing else).
About the mirror at 2:20, turn off multiple importance
Similar to light linking is some technics that film industry is using to shine a face more than the background etc, or use black covers to cover the reflections of the other side of the said face, to use hard light
Also light linking can be found in compositor, but it takes time to learn and do it over there
yeah turning off MI is my current workaround.
ooooh the amount of times i had to fake this~! finally a one click solution!
Usually I just do render passes? Or switch the light from affecting specific things.
I wish they had kept their mix node in the experimental branch 😂
Cool. Now add layers xD.
Sadly we don't have EEVEE implementation. I have found a way around light linking in older builds of Blender.
I mean baking metallic maps option would helpful too
I've been doing this by using multiple View Layers and combining them in Compositor later, but I've always wished for an easier way to do this
Was that hard Blender? I’ve been waiting on this since the release of the great Blender 2.0.
As far as I can tell, it seems to more have been an issue of priorities and the amount of Cycles devs
@@standingpad It's more a reflection of how development practices have changed at Blender over the last decade or so. These days, the devs won't deprecate features on their way out before the new versions have reached feature parity with them. Not so with Cycles and Blender Internal, which did have light linking before it was deprecated in favour of Cycles some 12 years ago. Complete feature parity wasn't a priority back then, so it just kept getting kicked down the road ever since. Until now.
Blender already had it in the BI renderer.
I remember how great this was making an animation in 2001 (in 3DS Max) and it's ALWAYS bothered me that blender didn't have it.
At last!
When I saw the video title I first thought "great! Now, when I have a long a$$ street with 20 street lamps I can finally link their brightness to control them all at once!"
Now I have to bug Pablo with this...
You can't instance lights in blender?
@@hornsolo_official maybe I've been stupid enough to miss that one.
There is more than one easy way to do this.
* Duplicate the lights with Alt-D (not Shift-D), so they share a common light definition.
* Geometry nodes, instancing lights.
i waiting partcile system is working correct with weightpaint since blender started 1990
Oh I dearly hope, this makes it into Eevee, and I don't see a reason, why it shouldn't. Since Eevee's light calculations are way simpler than Cycles.
I have quite the desire for it. Since all my projects are stylized, foreground/background/characters often use different shading techniques, for example, while the background is supposed to be semi-realistic and have soft shadows with colored lights, characters are cell shaded and should not react to every light there is. Also characters are not supposed to have soft shadows and only a single ground shadow. If I want to achieve this right now, I need really annoying workarounds.
Coming from Cinema 4d (and then eventually Modo, back in the day, been a blender convert for well over 5 years now), there were a ton of tutorials on lighting and look dev that talked about how you could craft (and fully control) your lighting with the use of light linking (every other 3d tool implements it!!)...I was so exciting when I heard about light groups coming to blender, because I assumed they meant light linking as well, it was sad days when I realized that it was not at all related to light linking...I would say that this is one of those LONG overdue features that is bringing blender more and more into the game when it comes to production viable tools! If they could improve the setup / approach to render passes and distributed rendering (perhaps taking a note from cinema with their render UI), then I truly believe that blender could go toe to toe with any of the other software packages in the industry.
Toe to toe.. uhh.. then y not copy from other softwares what they are best at... but blender needs to do a thing or two that is innovative and better than others
I wouldn't say nobody has made a video about the new light linking feature yet, at least ChrisP uploaded one already on April 1st. And I don't know if others did too and I just haven't seen them.
yeah I did a quick search before posting and Chris' video was the only one I saw. surprising how little people are talking about such a big update.
@@DECODEDVFX Yeah right, maybe because it's just in a branch build.
this is going to shine like crazy with toon shaders.
You could already enslave isolated colors to rim, key and filler lighting but it meant that literally everything else had to be lit with the same lights and the exact same shader setup. No longer, I guess.
E: I should've waited until the end. Only for cycles, at the current moment.
Yeah it's great for NPR stuff
I'm still waiting for soecial "unselect object" button.
K-cycles solved this problem long ago.
Thanks god.
Oh this is just light groups all over again
So sad this didn't make it in 3.6 :(
For some reason I don't get the little car icons in my light linking panel, just a light bulb. Am I missing something, folks?
What’s the music in the background?
Good addition, but still subpar compared to Maya as you still get the shadows somehow.
Hopefully in the future Blender will also have LightLinking not only for meshes, but for Materials, particles, etc, the same as Maya.
or a better UV algorythm like the one from max which also can retopo and keep the uv maps. blender is still far behind sadly
I can't seem to get Light linking to work when using Instanced Collection Objects.. Imagine a collection with just one object inside, I then normally instance that collection, so I can duplicate the object many times without increasing the file size. However, these instances don't seem to work when I try and turn them on and off in the light linking panel.. Does anyone know if this supported yet? Or am I just doing something wrong?
Figured it out.. you have to add the original object from the collection that you instanced instead.. would be nice if they allowed you to have separate control for the instanced collection objects in later updates tho :0
Soon there won't be a reason to pirate Arnold anymore. 🤣😇
How did you put the light linking feature into Blender?
Is it pythonbased or C++?
Most core blender features are written in C++
@@DECODEDVFX Ah! Then thank you for coding this feature!
2:10 Sorta curious; Would the objects reflected in an unlinked "mirror" show the lighting on the light-linked objects in the reflection? It's a weird, specific question, mainly wondering because there might be issues with it not being linked, and with it's still experimental, they might catch that sort of potential snafu
My guess is that it would, because the lightpath is traced from the camera to the light. The first path would go from the camera to the mirror, then from the mirror to the object that's being reflected and picking up that data which would have influence from the light. After that, the ray would bounce off depending on the angle of the normals, and if it happens to hit the light then it would be unlinked and so pass right through it. This is only a guess on my part, based on what I understand about ray tracing, which admittedly isn't a tremendous amount. It's a good question.
I haven't tested this yet, but my gut reaction would be the same.
@@WaterShowsProd For sure, and thanks kindly for the information, I definitely picked up something from it on a more technical aspect and totally appreciate it
I guess I'm just hoping that whatever issue presented in the video is doesn't compound in on itself as they address it, with the mirrored image having issues already, it might bleed into intricacies like secondary bounces and what follows; it's more about how Cycles deals with it rather than the process itself since I'm guessing it's running processes on it's own unique code, right? (hopefully my spitballing is making sense, sorry in advance cuz I wish I could explain it better lol)
@@DECODEDVFX For sure, and really appreciate your insight and research dude, you're an inspirational godsend
2:20 I think your first example here is not really fitting the point because the case you have descriped was possible since years, with just deactivate that things are visible in the camera or in reflections, it is just in the Object Properties, where it is since years, ^^ and there are also already ways how to make it work with nodes, ^^ but I understand what you wanted to say with the example ^^
Can blender be linked to external RGB lights in a room
I don't think so.
I wonder if this is the cause of the round white circle I see in reflections in all my architecture interior windows at certain camera angles. Is really annoying.
It will be.
Rob, is this purely a "quality of life", available-in-the-3D-viewport kind of feature? I'm pretty sure I could do this with a couple of extra collections and two view layers composited back together - scanning through the comments it seems most people don't. Maybe you should do a video showing how to do this.. don't tell me, you already did that years ago!!
Some compositing workarounds were possible to fake light linking previously, depending on the scenario. But it wasn't really practical in a lot of cases. For instance volumes.
@@DECODEDVFX OK thanks. Plus the mental strain of working out the right combinations of objects with the right holdouts on whichever layer in the current compositor, is *very* high. This light linking feature looks simple to use. Thanks again for info.
I think Blender internal render had this over a decade ago.
It did.
yes
i freaked out when they took out the internal render.. for product advertising it was very good