Thank you for your feedback Thomas, please excuse my late reply, I am pretty much buried with work right now...
I really think that this is a very important issue and therefore have been posting about this at various occasions, please take a look at it here:
viewtopic.php?f=9&t=52842&p=265977#p265977I think it would be the best idea in regards to predictability to have 4 separate user controllable map slots each with their own multiplier, which
only affect their specific purpose:
1. Environment for lightning . This would be used for distributing the light and in case no additional maps are used in the other slots act as a source for these undefined slots.
2. Environment for reflections. This would affect the reflections for specular and glossy materials. It would not contribute to any direct or diffuse light distribution.
3. Environment for refractions. This would affect the refractions for specular materials. It would not contribute to any direct or diffuse light distribution. This is not so important IMHO and could eventually be locked to the reflection slot, however in some cases it can be also be desirable to have control here, so if it is not to much work, I would also implement it.
4. Environment for backplate/background. This environment would be very important for post production, since here we would be able to control the border region of elements like trees against their background, this would enable us to adjust the background in a way it would fit against a custom background used in post production , e.g. a picture taken on site for photomontage.
I am aware that this might confuse an average octane user so you can maybe implement it in a way that you first have to click the option "use multiple environments (advanced)" before these slots become visible...
best regards
Andreas Walther
stratified wrote:
hi Andreas,
The visible environment is used when a ray immediately hits the environment or hits the environment on path termination. For reflections and refractions we use the normal environment. For diffuse materials or rough materials, the situation is a bit more complex. When we hit one of those materials, we calculate direct light and trace a reflection ray, this direct light calculation uses the normal environment and the reflected ray uses the visible environment (if the reflected ray goes into the environment) hence the effect of both environments.
The idea is that you can use the visible environment to "hack" what is visible directly or for "clear" reflections/refractions of the background in materials (i.e. in a mirror or glass). We could tweak it for example that the visible environment is only seen when the ray directly hits the environment or used only for glossy/specular materials with low roughness. But we need to have a clear picture of what exactly is needed then.
cheers,
Thomas