Per Light AOVs Like other offline Renderers

Per-Light AOVs / Light Groups in MRQ (Path Tracer)

We are creating a 3d animated film within unreal engine and found out the hard way that per-light (or AOVs are not properly supported in Movie Render Queue for the Path tracer. The per light AOVs render the scene again each time for each per light aov rendered. So if there 10 light aovs then we have 10x the render time. Which renders this feature completely unusable for any serious project.

Final comp needs surgical relighting (nudge key, tame fill, isolate rim) without re-lighting a shot. Today’s workaround—toggling light sets and re-rendering the scene per light—scales terribly: 10× render/IO overhead for 10 per-light AOVs

This feature would allow us to continue in Unreal Engine and Keep hero finals in UE instead of offloading to offline renderers just to regain per-light/LPE control.

Is there a roadmap item we can up-vote or follow?

Hi sorry for the late response to this. You can check out this tool on fab that automates the process of creating per light AOVs and other passes for comp — Light Passes & AOV Widget | Fab . As for having to render 10x renders for 10x lights. Even in offline renders these passes are being rendered for each light in order for the light AOVs to be created, it’s just happening behind the scenes. Although the ability to have these rendered into one multi-exr file does make things more manage able. as the creator of the tool above I can tell you I’m working on something for that as well.