Hi,
I'm wondering how can I make an emissive object to be not seen on a the specular of a specific object ?
I'm aware of the light linking, but where is the same option when it's not a light, but an emissive texture/object ?
In other words, in my scene among several objects, I would like only one to be excluded from a visible emissive object.
Thank you
How to hide emission from one object to an other ?
Moderators: ChrisHekman, aoktar
I see the light ID, but how do you use it to exclude a specific object ?frankmci wrote:The light ID number of emissive objects is in the material's Emission node.

ciao,
Beppe
Hello, here is simplified scene file: https://www.dropbox.com/t/8f1FvGtVpiwfA0YDbepeg4d wrote:not sure if possible, but, could you prepare simple example scene to better explain what you need exactly?
ciao,
Beppe

Coming from redshift, we would just put a tag on the pyramid to be excluded from the lighting sphere:

Is there a way to do the same in octane ?
If I understand correctly, you need the "Light Pass Mask" function in the Octane Object tag. Enable "Use Light Pass Mark" at the bottom of the Object Layer tab (it has a typo in the label, should be MASK), then use the check boxes to choose which light sets you want to illuminate the object.
In this example, the cube has light pass 1, the red light, turned off, but light pass 2, the green light, turned on.
In this example, the cube has light pass 1, the red light, turned off, but light pass 2, the green light, turned on.
Animation Technical Director - Washington DC
There is also the newer option "C4D light linking" in the Octane options where you can use Include/Exclude but you don't have the same level of control as Redshift in term of naming passes and having the ability to have specific AOVs for each light group.

When adding objects to includes/excludes, it will automatically populate the Light ID passes, it's "nice" but you can get lost so quickly if you don't rename your light with the Light Pass it's being assigned to. It's faster than the old light pass to setup but it needs a tighter integration into cinema 4D imo.

When adding objects to includes/excludes, it will automatically populate the Light ID passes, it's "nice" but you can get lost so quickly if you don't rename your light with the Light Pass it's being assigned to. It's faster than the old light pass to setup but it needs a tighter integration into cinema 4D imo.
Thank you guys, but how can I make this exlusion with C4D light linking ?
I mean, c4d light linking works with lights, not emissive texture of an object, right ?
I mean, c4d light linking works with lights, not emissive texture of an object, right ?