Hi Juanjo,
I hope you don’t mind answering some questions for us that we keep debating. All our computers are busy rendering or we’d just do some tests to find the answers, but some of them should be in the documentation anyway…
In the Glossy Shader there’s a node input called Normal which takes a Boolean value. Those values would be zero or one, right? A colleague was saying one should be able to enter angle values similar to native LW smoothing, but i was saying that’s not possible. Is this part of the “unbiased” theory?
I haven’t been able to work out what Transmission does in the Diffuse Material shader. There’s no explanation in the documentation.
Octane supports LW Limited Region Borders. I know the following seems obvious, but I just want to be sure: in the render target kernels one chooses “Max Samples” (per pixel - and not “By time”). Since the limited region has fewer pixels than the full image, does this mean that each pixel still gets the same number of samples, and therefore the limited image will render much faster than the full image and at exactly the same quality?
We’re quite confused about the bottom two buttons in the two Emission nodes. One is Cast Illumination and the other is Surface Brightness. These are explained in the new features section of the Daily Build thread, but it’s still confusing.
I understand that if Cast illumination is turned off it’ll disable emission. We use that, for example, with stars in space. We don’t want them to emit light, just to have a constant surface. To do that, is it necessary to also have Surface Brightness turned on? Otherwise they simply become diffuse objects. In fact, doesn’t that mean there’s no point in having an emission node if both options are turned off?
In your explanation of Surface Brightness you say, “…the total emitted power will be dependent on the emitter surface area.” This suggests that it doesn’t just control the brightness of the surface, but also how much light is emitted. That’s the biggest confusion. With it on, making a mesh item bigger allows more light to reflect off nearby objects. With it off, making an item bigger appears to dim nearby objects, even if the total power remains constant. It’s a useful button to have, but it took a long time for me to understand it. Perhaps it should be called “Power Scaling”?
Since Surface Brightness still has an effect if Cast Illumination is off, then it becomes Surface Brightness Scaling. I think…
In a space scene with a spaceship and stars, using the PMC kernel, would adjusting the Ray Epsilon level be useful?
Does “Keep Environment” keep bloom in the alpha channel? I’ve noticed that in the “Main” pass, with alpha turned on, the bloom effect is missing. If one enables the Post Processing in the Beauty Passes tab the resulting file has no alpha channel even if it was enabled and the other files do get an alpha channel. I didn’t enable “Keep Environment”. Can’t test right now, too busy rendering.
Thanks for any “illumination” on these subjects.
—Hal