darkline wrote:Ah yes - in the 3dsmax octane viewport the passes are not labelled into beauty etc, so I didnt notice. But they are in the render elements window and it's much clearer there. Thanks.
What I mean by the last statement is that I have my robot on layer 1. Next to it, two spheres, on layer 3. The table on layer 2. The only thing in the scene which is reflective/glossy is the table. Both spheres have diffuse materials.
I activate layer 1 and view the reflections pass - it's showing me the table - with robot reflection, the robot insivible (good so far) - but I can also see the spheres with their diffuse material in this pass - almost like a light source is coming from the robot onto them. But both these spheres have no reflective properties whatsoever, so I'd expect them to be invisible or be visible but totally black (because there are not reflective). However they show with their original diffuse material in the reflection pass - is this normal?
Finally I was trying to say that being able to choose which layers were part of the reflections and shadow passes would help a great deal. At the moment they include every layer ID (bar the one rendering - the beauty pass), and it'd be great to be able to exclude certain objects/layers from receiving the shadows/reflections. An example would be a shot I have to do next - a light shining through an open doorway with a character stood in that shaft. All I want is the beauty pass of the character and the floor shadow pass for compositing into my shot footage - but obviously I need to create 'invsible' walls and door frames to sculpt the direct and indirect light on the character and floor in the beauty pass. However I don't want to see the frames/walls in any of the passes. I don't want shadows of these showing up in my shadow pass of the floor. if I'm not explaining clearly, let me know and Ill take some screen grabs.
thanks again Roeland!
The name of the beauty passes use the more common meaning of the term, eg. reflections on a mirror, or on a lake. The more technical term for this is "specular reflection", meaning that a material reflects light coming from one direction in more or less the mirrored direction.
There is also diffuse reflection, meaning incoming light is reflected in a more random direction.
The Reflections pass for the render layers uses the broader meaning and includes both diffuse and specular reflection.
Have a look at this image:
reflection.jpg
All materials here are pure diffuse. You can see light reflected on the green box and on the surrounding surfaces. If you would use render layers to only render that box, the reflections layer pass will still capture this green reflections on surrounding surfaces. These reflections are an effect which is not there without the box, so they have to be added to the background when compositing the final picture.
As for the other planes to "sculpt the light": you can disable the "camera visibility" and "shadow visibility". They will not cast shadows in the shadow pass anyway because they have a different layer ID. They may however block other light which would be visible in the reflections pass. Can you show an image of what you expect vs. what you are getting in Octane?
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Roeland
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