I want to render some various indoor light groups separately and composite later. Bulbs are emissive meshes when on and diffuse/glossy when off. Currently I have:
Scene objects, incl bulbless lamps at layer 1.
Emissive bulbs on layer 2 (for when room lights are turned on).
Glossy/Diffuse bulbs on layer 3 (for when room lights are turned off).
Window area lights on layer 4. Also combined with environment.
At render layers I can then render:
Layer 1+2 for indoor lighting.
Layer 1+3+4 for light coming in.
Then add the two together in post for improved noise control.
I feel like I should be able to handle this completely different and much more efficient. I’ve been looking at some drivers tutorials, but I don’t get the feeling that what I want can be achieved that way. Is it possible to have material update (mix shader selecting between emissive and diffuse/glossy) change automatically based on renderpass/renderlayer? Manual update is not practical since I’d want to leave the rendering overnight and have both renderlayers ready for compositing the next day.