| Light Linking |
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Light Linking

1. Light linking allows the lighting artist to tell lights to illuminate selected objects instead of the default of illuminating everything in the scene.
2. To open the Light linking window, go to Window > Relationship Editors > Link Linking > choose either Object-Centeric… or Light-Centric…. Depending on which one you open this window will display the objects and shaders on the left side and the lights on the right side (Object-Centeric…) or display the lights on the left side and the objects and shaders on the right side (Light-Centric…). Either way, it does the same thing.
3. To disconnect a light from illuminating an object, select the light. All the objects it illuminates will be highlighted. To break a light link, click on the object you wish not to receive light from the selected light source. The object becomes unhighlighted.

4. If you wish to disconnect a light from a material or shader, select the light, and then unhighlight the material/shader. This will effectively not illuminate any object that is using this shader. If a shader is texturing four objects called concrete1 and the light link is broken between the shader and the light, then the four objects using that shader will not receive any light from the selected light.
