Visual Light Linking

Visual Light Linking gives you precise control over which objects in your scene are affected by which lights. By default, every light illuminates everything. But in many scenarios you need more control — a rim light  that only affects the main character, a fill light that should not touch the background, or an accent light reserved for a single prop. Light Linking makes this possible.


How Octane Light Linking Works

 In Octane, light linking is based on Light IDs. Every light can be assigned a numeric ID, and every object in the scene can be set to include or exclude specific IDs. When an object excludes a Light ID, it becomes invisible to that light — the light simply does not illuminate it. When an object includes a Light ID, it is affected normally.

Managing this manually through Octane's native system requires you to keep track of which IDs are assigned where, which objects include or exclude which numbers, and how everything connects. This quickly becomes tedious in complex scenes with many lights and objects.


Visual Light Linking in Octane Light Studio

Octane Light Studio replaces this technical process with a visual, color-coded system. Toggle the Light Linking button in the layer header to reveal a Light ID dropdown and a Visual Light Linking button for each light in the layer.

The Light ID dropdown shows which ID is assigned to the light. The addon manages these IDs automatically — when you need a unique ID for individual object control, it assigns one without you having to think  about numbering.

Click the Visual Light Linking button on a light to enter Visual Light Linking mode. Your entire scene transforms into a color-coded view. Green objects are included — they are illuminated by this light. Red objects are excluded — this light has no effect on them. To change the relationship, simply click on an object in the viewport to toggle it between included and excluded. What was green turns red, and what was red turns green. No menus, no number management, no guesswork.

This visual approach makes it immediately obvious how your light interacts with every object in the scene. You can see at a glance which objects are affected and make changes with a single click.


When to Use Light Linking

Light Linking is most valuable when different parts of your scene need different lighting treatments. A common example is portrait or character lighting where you want a dedicated rim light that only affects the subject without spilling onto the environment. Another typical use case is product rendering where the product and the background each have their own lighting setup that should not interfere with each other.  

Light Linking also helps solve practical problems. If a fill light is creating an unwanted reflection on a glass surface, you can exclude that specific object from the light instead of repositioning the light and compromising the rest of your setup.


Important Notes

Visual Light Linking requires that objects in your scene have Octane materials or properties. Standard Blender materials without Octane nodes may not respond correctly to Light ID assignments. Make sure your  scene objects are configured for Octane rendering before using this feature.

Light Linking settings are saved in snapshots, file saves, and setups. When you load a snapshot or setup, the Light ID assignments and object relationships are restored along with everything else.