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3ds Max Include / Exclude - Arnold Lights

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Message 1 of 7
SorceryCode
3324 Views, 6 Replies

3ds Max Include / Exclude - Arnold Lights

Hi.

Am I correct in thinking that with the combined release of Arnold 5.3 and 3ds Max 2020, the super-important Include/Exclude for Arnold Lights has, at last, been added?

3ds Max R2 - 2019.3
CPU: Intel i7 5960X 8-Core @ 3.00GHz
RAM: G.Skill Ripjaws V 32GB DDR4 @ 2666MHz
GPU: EVGA Titan X SuperClocked
MOBO: EVGA X99 Micro 2
OS: Windows 10 Pro
MISC: 3Dconnexion SpaceNavigator | Wacom Intuos Pen & Touch
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6 REPLIES 6
Message 2 of 7

It was added a while ago, there is a dedicated group in the Arnold Properties modifier.

See https://docs.arnoldrenderer.com/display/A5AF3DSUG/Light+Group

Message 3 of 7
SorceryCode
in reply to: SorceryCode

Thank you for your reply.

The Arnold Properties workflow is not good, as I work with CAD data, so have many objects in my scenes. I would have to apply that modifier - and edit its Include / Exclude list - to each object, which would take a lifetime.

Max's built-in Include / Exclude works from a given light's perspective, so all (or some) objects can be included / excluded to a light. It's a much faster and logical way of working.

Obviously, if I'm understanding it wrong, and can have the same workflow as Max's built-in functionality, then please let me know.

Otherwise, it's quite ridiculous that this STILL hasn't been added. It's been on the Arnold roadmap since 2017!

3ds Max R2 - 2019.3
CPU: Intel i7 5960X 8-Core @ 3.00GHz
RAM: G.Skill Ripjaws V 32GB DDR4 @ 2666MHz
GPU: EVGA Titan X SuperClocked
MOBO: EVGA X99 Micro 2
OS: Windows 10 Pro
MISC: 3Dconnexion SpaceNavigator | Wacom Intuos Pen & Touch
Message 4 of 7

Sure, supporting some native Max workflow is in our roadmap, lights are a big thing in that story.

Just out of curiosity, what is the Arnold roadmap you are referring to ?

Message 5 of 7
SorceryCode
in reply to: SorceryCode

I just tried experimenting with stacked Arnold Properties. One modifier for Visibility, Shadows, etc, then another modifier for Light Groups.

I had the idea of applying the Arnold Properties modifier to a multiple selection of objects, purely to control which lights are Included / Excluded at a group/global-level, but it seems if an object has a light in its excluded list, it will also not received shadows from that light (Max's native Include/Exclude allow separate Illunimation / Shadow controls). SMH. So Light Groups are an absolute no-go.

As for the roadmap, it's alluded to in the last post here:

https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/excluding-objects-from-being-lit-in-arno...

3ds Max R2 - 2019.3
CPU: Intel i7 5960X 8-Core @ 3.00GHz
RAM: G.Skill Ripjaws V 32GB DDR4 @ 2666MHz
GPU: EVGA Titan X SuperClocked
MOBO: EVGA X99 Micro 2
OS: Windows 10 Pro
MISC: 3Dconnexion SpaceNavigator | Wacom Intuos Pen & Touch
Message 6 of 7
aaronfross
in reply to: SorceryCode

Pardon me if I'm not understanding the issue, but isn't this also the behavior of the native Include/Exclude functionality of a 3ds Max light? If an object is excluded from receiving illumination from a light, it's not possible to see shadows from that light... that's not how it works.

My understanding is that the Arnold Properties Modifier provides the same functions, just from an object-centered workflow rather than a light-centered workflow. In either case, if an object doesn't receive illumination from a light, it can't possibly render a shadow from that light. The shadow is the absence of light caused by occlusion from other objects. If the light is excluded from an object, we could consider that *all* of the illumination from that light is occluded... it's all shadow.

If you want to exclude an object from casting shadows, you can do that using Shadow Groups in the Arnold Properties.

If you need to manage exclusion on many objects, you can select many objects and add an Arnold Properties modifier... that modifier will be instanced to all of the selected objects.

Message 7 of 7
paulbrogren
in reply to: aaronfross

Here's the problem:

 

If we add a light to a scene we have to add an Arnold Properties to those objects (or select a bunch and instance, etc., whatever)  that we don't want to be affected by that light.  Do you see the problem there?   In native max light's object include/exclude we only have to include that object in that dedicated light.  It is currently a quite the nightmare.  Most other renderers maintain this light include/exclude ability.  They let the light itself have control, simply because there are fewer lights, or perhaps many instanced lights, than there are objects in a scene typically.

 

Is there any hope anyone of this changing back to native light include/exclude control?

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