I run into this issue all the time and have been wondering what is the cause and why a 'shadow' from the light still remains when the visibility settings for a light are set to off.
Is it possible that the shadow is actually AO from the geometry of the plane, or geometry that is emitting light? I ask this because I had all the visibility settings on a light turned off and the light was clipping some geometry in my scene and it was still casting what seemed like AO on the clipped geometry...
Invisible Lights still visible
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- ralf_breninek
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Is it maybe the shadow from the light source itself?
I think I had this real world "problem" several times myself, because If you walk into a studio and light your scene you get shadows from your softboxes too.
I think I had this real world "problem" several times myself, because If you walk into a studio and light your scene you get shadows from your softboxes too.
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Interface and motion graphics design for interactive interfaces and animations on TV, web, mobile and automotive from Köln / Cologne Germany
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Interface and motion graphics design for interactive interfaces and animations on TV, web, mobile and automotive from Köln / Cologne Germany
Try latest build with opacity=0 from light tag.
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Light should be visible on surfaces, otherwise, what is the light hitting? If the light does not hit any surface, it would behave as if there was no light in the scene.geoyeo wrote:using 2020.2.5-R2 having the same problem.
I try opacity, camera visibility but nothing works. Light is still visible on surfaces..
Any idea?
I would suggest to imagine how light behaves in the real-world or better, experience it.
Perhaps you are trying to achieve something different? Could you post a screenshot of your scene to better describe the end-goal?
I understand the concept and of course it works like you described there is no doubt on that.
I am trying to avoid having the "square" reflection of light showing on the other objects. For eg on the sphere and on plane in this instance..
Is something like this possible?
I am trying to avoid having the "square" reflection of light showing on the other objects. For eg on the sphere and on plane in this instance..
Is something like this possible?
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- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
You can try using a Rayswitch node with reflections disabled on the material, which will then not reflect the light. However, ALL of the reflections on that material will ALSO be ignored. Octane is physically accurate, and though there are some tricks here and there for some aspects, for the most part you need to manage situations like this in your scene and lighting design.
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I don't use c4d, but one way to do this is to disable "visible to specular" on the texture emission node.
You'll need to find where that's done in c4d.
You'll need to find where that's done in c4d.
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"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
It's in light tagsfunk wrote:I don't use c4d, but one way to do this is to disable "visible to specular" on the texture emission node.
You'll need to find where that's done in c4d.
Octane For Cinema 4D developer / 3d generalist
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