Hi guys,
I have a problem trying to set up a scene with an HDRi + a dome sphere that has a texture emitter.
I want to use that sphere emission to create a refraction/reflection on a specular material while still being able to disable that emission for all other objects in my scene (objects that are not specular). I also want to keep the same HDRi for all objects (including that specular one).
I've done many test and nothing is working so far. In the simple scene attached you can see the example. I tried to disable "cast shadow" on the emittive sphere and then disable "camera visibility" but the HDRi still doesnt show up. I just see a tiiiny bit of light but nothing working accurately.
Is it possible? If yes can someone point me to the right setup?
Thank you!
Combine HDRI light + Sphere emitter light
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- jeremyshin
- Posts: 106
- Joined: Thu May 04, 2017 5:59 pm
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- combine_hdri_emitter_plus_sphere.zip
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Check this out.
In your emission material, I set the light pass ID of that Blackbody Emission node to "2". Then, I put an octane object tag on a null containing other objects you don't want the emissive material to affect, and used the light pass mark to disable all lights with the ID "2" from affecting it.
Is this what you were going for?
In your emission material, I set the light pass ID of that Blackbody Emission node to "2". Then, I put an octane object tag on a null containing other objects you don't want the emissive material to affect, and used the light pass mark to disable all lights with the ID "2" from affecting it.
Is this what you were going for?
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- combine_hdri_emitter_plus_sphere fix.zip
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- jeremyshin
- Posts: 106
- Joined: Thu May 04, 2017 5:59 pm
Hi guys, thanks for the try!
I am aware of Light Linking but I'm afraid that is not my issue here.
In your example I can still see that the dome sphere is blocking the HDRi light.
I want my main geo sphere to be lit by both HDRi and the dome sphere emitter, while making that dome invisible to the camera.
I am aware of Light Linking but I'm afraid that is not my issue here.
In your example I can still see that the dome sphere is blocking the HDRi light.
I want my main geo sphere to be lit by both HDRi and the dome sphere emitter, while making that dome invisible to the camera.
Hi,
maybe you can try with the "Rayswitch" node, playing with the values, and also the power of your emissions to get the desired result.

maybe you can try with the "Rayswitch" node, playing with the values, and also the power of your emissions to get the desired result.

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- jeremyshin
- Posts: 106
- Joined: Thu May 04, 2017 5:59 pm
It is working a bit indeed, that is a nice tip to know thank you!
But I can't imagine that it is not possible to put invisibility to an dome sphere while retaining its emission.
Like it would be cool to have light linking for HDRi as well. E1, E2, E3 for example.
Anyway I was on a deadline so I ended up not using an HDRi but just area lights for my scene lights. Keeping the HDRi for just my specular reflection and exclude the environment for all other objects in my scene.
But anytime if anybody has a consistant solution I very curious to know (Aoktar if you read me).
But I can't imagine that it is not possible to put invisibility to an dome sphere while retaining its emission.
Like it would be cool to have light linking for HDRi as well. E1, E2, E3 for example.
Anyway I was on a deadline so I ended up not using an HDRi but just area lights for my scene lights. Keeping the HDRi for just my specular reflection and exclude the environment for all other objects in my scene.
But anytime if anybody has a consistant solution I very curious to know (Aoktar if you read me).