Hi guys, I have a scene with a sphere (looking at it straight on) which has a reflective material (Metallic) with one light on the right and the other on the left
Now if I enable to light passes for each one (Light ID 1 and 2), it technically works, however they are not fully invisible... they are off but I can still see a "low light white" reflection of them in the material... how do I get rid of that ??
i found small work around if i turn the Light Opacity i get the result i am after but why the light show up anyway in id not for him i am really wandering please find the scene file.
Light pass ID
Moderators: ChrisHekman, aoktar
- Attachments
-
- LighPassIssue_v01.zip
- (61.22 KiB) Downloaded 176 times
*Bump ... 

Hi,
I guess that the issue comes from the diffuse part that is reflected.
Look at this other version with a polygon emitter and diffuse emissive material, and Diffuse color set to black: ciao beppe
I guess that the issue comes from the diffuse part that is reflected.
Look at this other version with a polygon emitter and diffuse emissive material, and Diffuse color set to black: ciao beppe
Beppe.... You da man! Thank you.
This does the trick - awesome!
Why didn't I think of this...
This does the trick - awesome!
Why didn't I think of this...

Beppe, thank you this work 

Great 
Happy rendering
ciao beppe

Happy rendering

ciao beppe