Emitter reflecting in mirror

Poser (Integrated Plugin developed by Paul Kinnane)

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Nubblet
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Joined: Fri Aug 30, 2013 9:26 am

Hi All

So i have a scene that has quite a large mirror in it, and i am using emitters to light the scene.

I have set all the emitters to Opacity 0, yet due to its position, one emitter in particular causes a reflection in the mirror. Not a solid reflection, but a cloudy one.

I have since re-arranged the emitters so none are in positions to cause these reflections, but for future reference, is there a way to prevent this from happening?
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Pandarr
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That seems odd. Can you post an image showing it reflecting with opacity 0 and 1 so we can see the reflection and the position?
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face_off
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Would it be possible to post a screenshot of this issue happening pls? It would also be worth double checking you rayepsilon and nearClipDepth. Also try a different render kernel and see if it happens there.
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Nubblet
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Have attached screenshot of the effect, and material node of the emitter in question. Hopefully you can see the effect in the screenshot, this is a quick re-creation to duplicate the reflection. I have outlined it in black - emitter is slightly smaller than the outline

rayepsilon and nearclipdepth are both at 0.0001
Attachments
Untitled2.png
Untitled1.png
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face_off
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Does setting the diffuse color to 0, 0, 0 help?
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Nubblet
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does not seem to have any affect at all, at least not a noticably.

I did try the different kernels, it occurs in both PMC and pathtracing, but not in direct lighting
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face_off
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I just setup a test scene to try to simulate this and could not reproduce the issue you are having.

Is the emitter ON the back wall, or is there a gap?

If you remove the figures from the scene, and just have the mirror, back wall and emitter does it still happen? If so - would you be able to post the pz3 file pls, and I can have a closer look.

Paul
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Zay
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To me it looks like you didn't hide a material (looks like it has a frame material left) or the emitter is a strange made prop (might have more than 1 polygon too close to each other).

Try adding a square with only 1 polygon (single sided). If that works, then your current emitter is the problem.

If you don't have a modeling program you can use this as a test.
1poly.zip
(264 Bytes) Downloaded 185 times
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Nubblet
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Posts: 36
Joined: Fri Aug 30, 2013 9:26 am

Hi All,

Apologies for the delayed reply, a couple of days ago i had my SSD fail on me, and i lost everything i had done since my last runtime backup ( i generally back up everything on my SSD every few weeks), which included this scene. Lesson learned, i think i will just move everything to one of my externals and point poser to that, saves having to do this again.

I will be getting a new SSD tomorrow, and after everything is re-installed i will try to re-create this scene, which will be easy enough.

To answer above questions:

Prior to my lame SSD failing on me, i did check to see if the emitter was colliding with any of the walls. It was close, but not touching.

It might be the emitter being more than 1 polygon - the scene had originally been setup using a pre-made IDL dome and panels for poser, and when i decided to use octane for the scene i just used the IDL panels as emitters. However i know that if i tried to look at the emitter from the side, it vanished.

Thanks for all the replies, i will revert when i can
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