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Combining HDRI lighting and closed space reflections in Octane Render

Posted: Wed Jun 04, 2025 3:46 am
by Youndected1
Hi, is there a way in Octane to have a car inside a tunnel still reflect the HDRI environment, while also receiving shadows and reflections from the tunnel itself? Maybe by using light linking, mixing shaders, or setting the tunnel to be invisible to reflections but still visible to rays?

Re: Combining HDRI lighting and closed space reflections in Octane Render

Posted: Fri Jun 06, 2025 9:35 am
by Youndected1
skientia wrote: Wed Jun 04, 2025 12:58 pm The "best method" is subjective as it highly depends on 1. the level of simplicity, 2. expectations and 3. technical requirements.

Render layers and post-compositing are also two drastically different and viable paths.

One potential and relatively straightforward solution that wasn't cited (or may be implied at the end) is Ray Switchgunspin, here demonstrated at 0.5 [Reflection]:
ray-switch-env-tunnel-car-demo.jpg
I’m trying to keep the natural HDRI lighting for reflections on the car surface, but the tunnel geometry seems to override that. Has anyone managed a clean workaround without losing realism?