LightMixer layers

LightMixer light layers are back to the RandomControl product line.

It is now possible to output LightMixer layers in a multi-layered EXR file and tune them in your favorite editing software such as Photoshop, After Effects, Nuke…

Just like any other AOV in Arion, LightMixer layers are computed on the fly during the calculation of the full unbiased render or AOVs. That is, enabling LightMixer channels does not increase the total render time.

With this method, it is possible to re-light still frames or even full animation sequences with any software that supports EXR and multi-layered EXR files natively (e.g., Nuke).

Arion v2.4.0 offers up to 8 generic LightMixer channels, plus the environment and sunlight channels, adding up to a total of 10 exploitable channels.

RandomControl has been working with FnordWare to provide you with the best multi-layer EXR output possible. We strongly recommend their plugin ProEXR to read multi-layer EXR files in Photoshop and After Effect. Other softwares such as Nuke handle this natively just fine.

Render Channels (AOVs)

Arion v2.4.0 extends the existing render channels adding new ones to make compositing and complex production tasks easier and more powerful than ever in previous versions.

The list of new AOVs and the way they work are very remarkable features in Arion v2.4.0.

The next Arion can render all the supported AOVs in a single shot, along with the regular full unbiased render. In previous versions of Arion it was necessary to render each channel separately. So this brings a serious effective performance gain, as you can render more stuff in just one pass.

Here is an exhaustive list of all the AOVs available in Arion v2.4.0:

Note: AOV is a short term used in the industry for each of the render channels output from a render engine. AOV stands for ‘Arbitrary Output Value’.

  • Main
  • Specular
  • Glossy
  • Diffuse
  • SSS
  • Lights
  • Direct
  • Lightmixer
  • Indirect
  • Reflection
  • Refraction
  • Normals
  • Material ID
  • Object ID
  • Alpha
  • Depth
  • Roughness
  • Fresnel
  • Coverage
  • Shadows
  • Ambient Occlusion

Due to the unbiased nature of Arion, and due to the progressiveness of our unified BSDF2 mathematical model, there’s no natural distinction between ‘specular’, ‘glossy’ and ‘diffuse’ in the engine. Some of the channels need that distinction, and for this reason in Arion v2.4.0 it is possible to define two roughness thresholds to set apart specular/glossy/diffuse bounces.

All these channels can be output to 32-bit float HDR, TIF and EXR. And very importantly, they can also be output as a multi-layered EXR.

The ability to render as many AOVs as you need in one shot, and then output them in a single, unified, multi-layered EXR is quite fantastic. This way not only you can render them faster, but you can also open them up in Photoshop, Nuke, or your favorite image editing software and have each AOV loaded as a separate layer for your convenience.

RandomControl has been working with FnordWare to provide you with the best multi-layer EXR output possible. We strongly recommend their plugin ProEXR to read multi-layer EXR files in Photoshop and After Effect. Other softwares such as Nuke handle this natively just fine.