Light visibility affects glossy rays

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Light visibility affects glossy rays

Postby adriano.ol » Sun Mar 24, 2013 12:06 pm

adriano.ol Sun Mar 24, 2013 12:06 pm
How can we make a light source not visible to render, but still lit the scene (difuse materials) and be reflected without any loss (glossy materials)?

By now, visible parameters in Octane Lights and opacity parameters in emmiters materials lowers reflections in glossy surfaces.

Solutions: Octane needs a Light Path selector for tricks, like Blender Cycles.
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Re: Light visibility affects glossy rays

Postby [email protected] » Wed Apr 03, 2013 1:21 pm

[email protected] Wed Apr 03, 2013 1:21 pm
if I understand you correctly, you don't want to have light visible in scene, but have it's all effects visible in reflections/refractions like it's in a scene?

you can't do that...
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Re: Light visibility affects glossy rays

Postby adriano.ol » Wed Apr 03, 2013 11:03 pm

adriano.ol Wed Apr 03, 2013 11:03 pm
I can do it in Blender Cycles, and it is very usefull.
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Re: Light visibility affects glossy rays

Postby visionmaster2 » Mon Apr 22, 2013 2:28 pm

visionmaster2 Mon Apr 22, 2013 2:28 pm
in maxwell too !
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Re: Light visibility affects glossy rays

Postby UnCommonGrafx » Mon Apr 22, 2013 4:59 pm

UnCommonGrafx Mon Apr 22, 2013 4:59 pm
Seems that would fall outside the realm of a "physically based renderer". You know, No light = no illumination.
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Re: Light visibility affects glossy rays

Postby visionmaster2 » Sun Apr 28, 2013 12:07 am

visionmaster2 Sun Apr 28, 2013 12:07 am
yes, its perhaps not physically correct, but it's verry usefull in packaging work to have a strong light behind a bottle by exemple.
other unbiased renderer can do that : hide emitter from camera but keep the refelction in glass.

by the whay is it possible to hide an object in reflection without hiding it from the camera ?
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