im building an ocean environment for an yacht animation.
I have the following problems with Octane:
I need to create an horizon as my see is squared (instances of H.O.T. displaced meshes) so I tried to place an hemyspeher with the same HDr image used as an environment to simulate the sky and "cut the sea" at the horizon
even if i set the hemisphere to don't cast shadow the environment light doesn't pass through..I know there is not an exclude from radiosity option like in lightwave.
i tried to light the ocean with the hemyspehere and make the hdr mapped on it to emitt light (in place of the environment hdr) but I get too noise and render time increases too much.
So in the end at he moment I uses my environment setup and then I cut the sphere used to create the horizon so its like a cilinder surrounding the scene and the sky light can light everything as the spehere is now an open cilinder (less or more) , but to get the sky hdr on the sphere luminous enough to be coerent with the scene I still have to make it luminous and render times grows again..
Is there a way to have a surface luminous but not emitting light (like in lightwave standard material)? Or someone could suggest a different technique?
I hope is clear what I mean