Hi Guyz,
I am wondering, if we can hide any object while rendering?
Off-course we can do that by assigning opacity in material properties, but that does n't reduce the render time, which would have gained by hiding an object ?
How to hide an object in rendering?
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As I know, we can't do it in Octane, only in your 3d-soft.
By the way, opacity is not the best option, because shadow from "invisible" object is still visible. I tried to use this option to do invisible emitter, but saw black shadow on the limit.
P.S. Sorry for my English.

By the way, opacity is not the best option, because shadow from "invisible" object is still visible. I tried to use this option to do invisible emitter, but saw black shadow on the limit.
P.S. Sorry for my English.


Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
That project I created in 2,49b and alphashadows was enable. Problem solved by moving emitter little bit down from the limit, literally a couple of millimeters. But I'm not shure, that was right solution in this situation... 

Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
- Synthercat
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Shadow is only visible for direct lighting. Try pathtracing (and alpha shadows ON)
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- Jaberwocky
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Synthercat wrote:Shadow is only visible for direct lighting. Try pathtracing (and alpha shadows ON)
I think there's a bug in 2.49b trying to do this.
See attached shots. It seems to leave a rather large hole in a floor plane beneath a teapot when i set the teapots opacity to 0.I'd better also report this as a bug in the 2.49b thread.
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- Jaberwocky
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You can effectively hide an object by assigning it a portal material - or you could last time I tried it - sorry not in front of Octane ATM.
i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
I did that render in pmc kernel.Synthercat wrote:Shadow is only visible for direct lighting. Try pathtracing (and alpha shadows ON)

Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
I think, from looking at your pictures, the ray epsilon is larger than the distance between the surface of the teapot and the table. There is not really much we can do here. What you could try is using a smaller ray epsilon or export the scene at a larger scale or increase the distance between both objects. Regarding the ray epsilon: At the moment you really can't make the ray epsilon much smaller (beside setting it to zero), which is why I just changed the UI to give you more control in the next release.
Cheers,
Marcus
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra