Hi Chris,
Any word on this? I have done a lot of experimenting but cant save any changes to the nodegraph.
Each time I launch the GUI the nodes are back in their starting position.
Then when I lay out the nodes, find the lights, change the specular value on each one so they aren't visible in reflections then try a render, the changes still dont stay in effect. And of course if I close and reopen the application I'm back at square one.
Is there anything I can do?
Kind Regards,
Josh
Unreal Lights in Reflections
Moderator: ChrisHekman
- ChrisHekman
- Posts: 1053
- Joined: Wed Jan 18, 2017 3:09 pm
Check out this build, it turns off specular highlights for lights when the unreal specular value is below 0.05
viewtopic.php?f=132&p=407652#p407652
Im also looking into adding an emissive-component that overwrites the default light settings
viewtopic.php?f=132&p=407652#p407652
Im also looking into adding an emissive-component that overwrites the default light settings
- joshuamkerr
- Posts: 60
- Joined: Thu Apr 15, 2021 7:25 am
Hi Chris,
Thank you for this update, im aklways amazed at how quick you itterate. I have just tested it out this morning and the specualr scale is definitely doing something. The reflections from the lights don't entirely disappear but are less noticeable. Is there a way to make them go completely?
I have added a couple of images below.
Specular Scale 1
https://drive.google.com/file/d/1YPDuWD ... sp=sharing
Specular Scale 0
https://drive.google.com/file/d/1uXbIcd ... sp=sharing
Thank you for this update, im aklways amazed at how quick you itterate. I have just tested it out this morning and the specualr scale is definitely doing something. The reflections from the lights don't entirely disappear but are less noticeable. Is there a way to make them go completely?
I have added a couple of images below.
Specular Scale 1
https://drive.google.com/file/d/1YPDuWD ... sp=sharing
Specular Scale 0
https://drive.google.com/file/d/1uXbIcd ... sp=sharing
- joshuamkerr
- Posts: 60
- Joined: Thu Apr 15, 2021 7:25 am
Just wanted to post an addition to this. In the previous post the lights were still partially visible because the surface wasn't 100% specular. So working as expected actually.
However the lights are 100% visible when viewed through an Octane glass shader but not visible(as intended) through an Unreal glass shader.
However the lights are 100% visible when viewed through an Octane glass shader but not visible(as intended) through an Unreal glass shader.