FOG interaction with Portal On - Off comparison

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linvanchene
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DrHemulen
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I've also been playing around with portals, without much luck. A couple of observaitions on your experiments, based on my undertanding of the manual:

* Portals should be planes with their normals pointing into the room, not boxes
* ALL windows must have portals for the effect to work

What I did was duplicate the windowglass plane in blender and flip the normal and then reimport into DAZ. Couldn't see much of an effect when toggeling it on/off :-/

Maybe we should pick a simple scene (with one window) to run tests on. Then we can share .obj files with portal planes for consistancy.
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linvanchene
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birdovous
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If I remember correctly there was also some sort of an issue with the actual glass pane in the window which, if there was a portal polygon/object used, should be turned off (the glass I mean).
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linvanchene
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Isotemod
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I always thought portals just terminated ray tracing attempting to go the wrong way through the plane resulting in less wasted time calculating bounced light that left the interior of your "room"
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DrHemulen
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Ok, I made a simple little box with a hole and matching plane to try this out. They are attached as .obj files if anyone wants to play around with them. Import with Hexagon prefs to fit Genesis scale.

Image

The plane fits the hole in the box extactly. Import it twice if you also want some glass. Normal is pointing into the box.
I don't see a noticable difference between portal on and off :-/
linvanchene wrote: Update / Edit:

I adjusted the window material to diffuse, floattexture and opacity 0.

Still the same result: Image with Portal labeled OFF renders a lot brighter than with Portal labeled ON.
How does it look compared to NO portal?
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DrHemulen
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And the plane.
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linvanchene
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DrHemulen
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PMC or pathtracing, they looked identical to me. I guess the very high contrast is because octane is photorealistic, not "vision" realistic, a photograph under similar circumstances would look kinda like that, unless you start on HDR shenanigans.
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