Unseen in reflection/refraction. When ?

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aoktar
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Zay wrote:Ups, was a little too fast - didn't see the middle one. So how did you do that without setting opacity to 0?
Yes too fast! np... There is 3 lights. It depends to where you do. I did in C4D by light tag's opacity=0.
But in standalone you can do it by two ways:
1- material opacity=0
2-object layer map->general visibility=0

In reality, C4D plugin does it by creating this nodes.
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Zay
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aoktar wrote:Yes too fast! np... There is 3 lights. It depends to where you do. I did in C4D by light tag's opacity=0.
But in standalone you can do it by two ways:
1- material opacity=0
2-object layer map->general visibility=0

In reality, C4D plugin does it by creating this nodes.
Yes, but opacity set to 0 is what I want to avoid as you can see in the results I already posted.
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abstrax
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Zay wrote:
aoktar wrote:Yes too fast! np... There is 3 lights. It depends to where you do. I did in C4D by light tag's opacity=0.
But in standalone you can do it by two ways:
1- material opacity=0
2-object layer map->general visibility=0

In reality, C4D plugin does it by creating this nodes.
Yes, but opacity set to 0 is what I want to avoid as you can see in the results I already posted.
Yes, that looks like a bug in the multiple importance sampling. We will have a look at it.
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Zay
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abstrax wrote:Yes, that looks like a bug in the multiple importance sampling. We will have a look at it.
A note to this is that I also noticed the same problem with portals.
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Jolbertoquini
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Hi Abstrax,

Just to be clear I think we would like option as the others render engines they have it. Would be good to tag some object/lights for reflections and refraction.

For example Iray you can tag then to be not visible on reflections or refractions aswell diffuse.

But link to object for example a TV :

I would like to have some highlights on the frame but not reflect on the screen would be good to tag the light to not be visible on the screen of the TV so we can have the results...

For example tag as layer ID... If I have layer ID set "1" in all objects, and then set "1" in a light/object this one will be reflected in all meshes....Now if I have ID number as "2" on the object/light this one will be reflected only on the meshs with the same ID number as number "2" and will be not reflected/refracted on the meshs with ID number "1" which is the default number.

So in some situation will be a problem when you have to set id"2" that's means for the other object won't be reflected if they have number "1" the solution is a double tag to number. for example the TV:

all TV or set ID "1" and "2", the screen are set "1" and "3", the light source are set "2" and "2".
In this case we sure the light react on all other object but not on the screen and the screen have reactions from all other object in the scene with the default number "1". and if I need one other extra light for the screen only I set Id "3" and "3" to react only on the screen.

Hope this can explain the idea, for us this will be huge because other renders they are doing in similar way. You could call the option as "Refl/Refr layer ID". If we have this option I'm ready to pay you a beer for 3 month every weeked hahahaha :D (I'm not sure if you like Beer just kidding)

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itsallgoode9
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abstrax wrote:
Zay wrote:
abstrax wrote:You can do that already by setting their opacity to 0.
Nope, that will affect the entire scene.
Hmm, could you give me an example image of what you want to achieve?....
an example of this being used in real life (if it were possible) is product photography. My specific scenario is bottle photography. Much of the time bottle labels and caps are lit and photographed separately from the bottle glass/liquid, then comped together in photoshop. Reason for this is that you want a few stripey looking highlights on the foil of the label but on the bottle itself you'd only want on or two long big highlights.

There are many, many instances where I think this would be extremely useful in product photography, especially considering it is a technique that is done, through multiple shots, in real world photography.
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itsallgoode9 wrote:an example of this being used in real life (if it were possible) is product photography. My specific scenario is bottle photography. Much of the time bottle labels and caps are lit and photographed separately from the bottle glass/liquid, then comped together in photoshop. Reason for this is that you want a few stripey looking highlights on the foil of the label but on the bottle itself you'd only want on or two long big highlights.

There are many, many instances where I think this would be extremely useful in product photography, especially considering it is a technique that is done, through multiple shots, in real world photography.

This is now the #1 reason I cant use octane in production anymore. All of my scenes require very specific reflections & if i cannot exclude a light or object from other reflections than it makes octane very difficult to use and i have to render 3 passes or more for shadows, reflections, etc - Please make a priority because this is a must for production use. Yes octane can make pretty things fast, but I've found its control limiting at every turn of my workflows.
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rajib
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Another scenario is when using a plane primitive is used like a fill light reflector. Consider a scene with a motorbike or cars having chromes and reflective paint so it is reflecting the surroundings. Now if I put it a plane primitive to reflect light back and make it invisible to the camera, it still shows up on the chrome / reflective paint parts which I don't want. I still need the motorbike / car chrome and paints to reflect the surrounding. There are many such cases when we don't want something reflect when the camera visibility is turned off. Here setting opacity to 0 won't work as the plane primitive will then not reflect back any light.
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manalokos
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Lights with Zero opacity tend to need much more sampling when used together with other lights.
I had this problem many times.
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v-cube
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manalokos wrote:Lights with Zero opacity tend to need much more sampling when used together with other lights.
I had this problem many times.
yes, I have the same experience, there should be an option to have the visibility off without the reduction in render speed caused by the opacity approach ...

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