I agree with Reggie.
It is not a big deal for Octane developers to make this improvement, and will be a very big improvement for the users.
Regards
Filipe
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Totally agree with what Reggie said.
Invisible light sources allow for flexible lighting setups and are very widely used (rim / back lighting, for example). Because its the lighting that matters not the light. If development would stray from this "physically rigid RL" model, to a more flexible one, it will just make Octane usable in more situations.
Invisible light sources allow for flexible lighting setups and are very widely used (rim / back lighting, for example). Because its the lighting that matters not the light. If development would stray from this "physically rigid RL" model, to a more flexible one, it will just make Octane usable in more situations.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Well, many of those are made with cameras, and light sources are visible to cameras…WHAT? How about every movie, TV show or commercial ever made?
I indeed don't have experience with rendering lighting setups like that, I wanted to get an idea of the different situations where hidden light sources are useful (like refracty's and matej's examples).
We could add the possibility to hide objects from the camera, but still include them in the rest of the rendering. (for example light sources, another use could be rendering an interior with the camera above the ceiling).
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Roeland
In some cases when You have very small space to render, let's say to visualise bathroom or simply smaller bedroom, it would be nice to have an ability to hide a wall from camera, so You could possition it further from the room without having to use very wide angle, that doesn't look so 'tasty' because of distortion. Now we have to cutout wall, but if You have some very reflective surface these tricks are visible, and not very usefull..-that might be other usage for hiding geometry from cameras, but leaving for other things like ilumination and reflections.
This would already be a huge improvement! If it's possible to do, than yes pleaseroeland wrote:We could add the possibility to hide objects from the camera, but still include them in the rest of the rendering.

Light hiding is useful in productviz, together with render layers (light groups, I suppose it's also called? - when you can remove certain lights from affecting certain objects) to setup all sorts of "fake" but cool lighting effects.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
In some situations it is good to be able to "break" realism.
This would be great!
In real life you have to use 'tricks' to get the shot you want, with 'hidden' lighting, faked lighting bounces, etc...
That's where cgi gives other solutions for vfx movies, architectural pictures (noticeably in small spaces), and many other situations.
So, geometry and lights should be accessible in Octane to be tagged as hidden' (from the camera but not from the lighting).
As matej said, to get such a 'feature' complete a light linking interface would be great. But I guess it would be a lot of work to adapt the engine. Anyway, a lot of users should be happy with the basic 'hidden' tag.
F
In real life you have to use 'tricks' to get the shot you want, with 'hidden' lighting, faked lighting bounces, etc...
That's where cgi gives other solutions for vfx movies, architectural pictures (noticeably in small spaces), and many other situations.
So, geometry and lights should be accessible in Octane to be tagged as hidden' (from the camera but not from the lighting).
As matej said, to get such a 'feature' complete a light linking interface would be great. But I guess it would be a lot of work to adapt the engine. Anyway, a lot of users should be happy with the basic 'hidden' tag.
F
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
The most useful system I've seen and used is in Maya with checkboxes for each object:
- Casts Shadows
- Receive Shadows
- Motion Blur
- Primary Visibility (this is all direct lighting, diffuse, spec, etc)
- Smooth Shading (already exists in Octane's materials)
- Visible in Reflections
- Visible in Refractions
- Double Sided
Similar controls attached to Octane's materials would be a HUGE help.
- Casts Shadows
- Receive Shadows
- Motion Blur
- Primary Visibility (this is all direct lighting, diffuse, spec, etc)
- Smooth Shading (already exists in Octane's materials)
- Visible in Reflections
- Visible in Refractions
- Double Sided
Similar controls attached to Octane's materials would be a HUGE help.
GTX 470 | 16 gigs | AMD 1090T | Win7-x64 | Maya til death!
- theCreativeMind
- Posts: 39
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- Location: Germany
- Contact:
i think arion render managed to have this option, to hide object from the scene.... hm! okay, the pricing policy is also different....glimpse wrote:In some cases when You have very small space to render, let's say to visualise bathroom or simply smaller bedroom, it would be nice to have an ability to hide a wall from camera, so You could possition it further from the room without having to use very wide angle, that doesn't look so 'tasty' because of distortion. Now we have to cutout wall, but if You have some very reflective surface these tricks are visible, and not very usefull..-that might be other usage for hiding geometry from cameras, but leaving for other things like ilumination and reflections.
iMac 27" | OSX 10.8.2 | Nvidia GTX 680mx 2GB | Core [email protected] GHz | 32GB
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vis4arch.architecture.cad.design.illustration.3d.visualization.photo montage.animation
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vis4arch.architecture.cad.design.illustration.3d.visualization.photo montage.animation
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