[FIXED] "Invisible" light still casts shadows

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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ralf_breninek
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Hello everybody,

similar to this thread viewtopic.php?f=30&t=61606 I have a problem with "invisible" lights still casting a shadow onto another object. But different to that thread I cannot set the lights opacity to 0 as I still want it to be visible in reflections.

I have also tried light linking by setting the four lights to light pass ID 2 which I then subtraced from the ground via an octane tag. Although this works for the light of the light sources, they still seem to block other lights, although I have set them to be invisible to shadows.

What am I missing?
Can these artefacts be removed in one render?


Cheers & thanks for any input
Ralf

EDIT: Added Cinema 4D example file with a slightliy different light setup.
Attachments
TEST_light_setup.zip
C4D example file
(116.81 KiB) Downloaded 89 times
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Screenshots
Last edited by ralf_breninek on Sat Mar 27, 2021 12:47 pm, edited 2 times in total.
C4D R21.207 / Octane for C4D 2020.2.4 / Watercooled 4 x EVGA Geforce RTX 2080 ti
http://www.pixelasm.com
Interface and motion graphics design for interactive interfaces and animations on TV, web, mobile and automotive from Köln / Cologne Germany
jayroth2020
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Try angling your lights so that those artefacts are out of frame. I believe that they are the result of the rectangle shape, with less light coming of the edges, making it appear that there are shadows there. You can also try more 3D shapes, such as spheres and cubes.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
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ralf_breninek
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Thanks Jay for your suggestion :) but moving the lights causes some of their reflection on the model to be at least partially clipped by the floor.

Attached you can find an extreme example:
When I want to light the object from below I do get a shadow on the floor. Following your suggestion I would need to move the light source along it´s normal y-direction away from the model and scale it up to retain most of it´s reflection. Unfortunately this is not feasible as the light would then be completely blocked by the floor.
Similar things do happen to other light sources as they are placed further away from the model.

Might there be another approach to do this without additional passes?

Cheers & thanks
Ralf
Attachments
light-blocks-others-move.jpg
C4D R21.207 / Octane for C4D 2020.2.4 / Watercooled 4 x EVGA Geforce RTX 2080 ti
http://www.pixelasm.com
Interface and motion graphics design for interactive interfaces and animations on TV, web, mobile and automotive from Köln / Cologne Germany
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ralf_breninek
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Via Brent Vowles and Raphael Rau pointing me in the right direction on facebook I found that the culprit was that I had set the lightsource´s type to texture.
Setting it to blackbody, changing it´s opacity to "0" and enabling "transparent emission" was the sollution.
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Sollution:
Sollution:
C4D R21.207 / Octane for C4D 2020.2.4 / Watercooled 4 x EVGA Geforce RTX 2080 ti
http://www.pixelasm.com
Interface and motion graphics design for interactive interfaces and animations on TV, web, mobile and automotive from Köln / Cologne Germany
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