Hi coilbook,coilbook wrote:it looks like visibility is not working properly. When set to 0 glowing objects still emit light and can be seen in reflections
Regards
Paride
Hi Paride,paride4331 wrote:Hi coilbook,coilbook wrote:it looks like visibility is not working properly. When set to 0 glowing objects still emit light and can be seen in reflections
Regards
Paride
Hi coilbook,coilbook wrote:Hi Paride,paride4331 wrote:Hi coilbook,coilbook wrote:it looks like visibility is not working properly. When set to 0 glowing objects still emit light and can be seen in reflections
Regards
Paride
it's not the same. We have this lightnings hidden by setting visibility to 0 and then we animate them to 1 so they will appear. If we uncheck this option then when lightnings appear we will see no light in reflections. \
Then only option for now is to uncheck renderable> render so many frame> recheck renderable>continue rendering.
There is a bug with octane. There should be no light when visibility is set to 0.
Also when alpha shadows are OFF and visibility is set to 0 mesh still casts shadows. Why cannot otoy make 0 visibility same as nonrenderable?
Hi Paride,coilbook wrote:Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride
Hi coilbook,paride4331 wrote:Hi Paride,coilbook wrote:Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0
coilbook wrote:Hi coilbook,paride4331 wrote:Hi Paride,coilbook wrote:Hi coilbook,
would you lighting not visible, not reflection but emitting or not emitting?
Regards
Paride
would be nice if visibility is set to 0 glowing mesh would just disappear and won't be visible in any reflections, etc. basically become nonrenderable. But right now when visibility is set to 0 mesh even casts shadows with alpha shadows set to 0
try using a mixmaterial with two emitters animating the amount.
Regards
Paride