sikotik13 wrote:I'm not positive, but I know in OcDS, there's a specific option to turn off shadow casting. Making an object invisible by whatever means you choose (including its specific option to make the object and surface hidden by a button), but not turning off shadow casting for that same object/surface leaves shadows in place, as the geometry is technically still present, and casting a shadow. I don't play in the standalone nearly enough to know if it's the same there, but I'd imagine if there's an option specifically added just for Octane in the plugin, it's because the same thing applies in the standalone. Worth checking anyway!
All true.
For "Global Visibility" settings this makes sense and may normaly work exactly as intended.
In some cases you want the object hidden but the shadows should still be cast.
But then when you would just reduce "opacity" to zero different rules normaly apply.
Basically the shadow strenght is reduced at the same amount as you lower opacity.
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I did try again today and in the posted example "light emitting cube inside a geometry" adjusting "Shadow Visibility" of the Cylinder in the Layer Map node has no effect at all no matter if opacity or Global visibility is used to hide the cylinder.
The "shadow" on the ground remains the same.
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Guess I just managed once again to create a special case scenario in which things don't work as one would think.
Usually this happens when I experiment with volumes like fog volumes in combination with other elements like portals and in this case light emitters.
Guess there is not much point in worrying further about this now since volumes may get some updates in OctaneRender 3.