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Old 01-15-2013, 06:12 PM   #1
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Fluid Affecting Indirect Lighting, Problem

Hello,
Was wondering if anyone could help with an issue im having.
I have a fluid container, that isnt dynamic, above some geometry.
Im using Physical S+S and so have final gather on.
The issue is the fluid, which seems to be affecting the indirect lighting. The fluid has some orange in it which causes the final gather to have orange in it, i have tried changing the colour of the fluid which always affects the final gather result. Made it blown out white and the indirect lighting matched the change by also being blown out. Also moved it higher up from the geometry and the effects are less orange.
I thought fluids didn't affect final gathering, anyone know why this is happening?
Thanks
 
Old 01-17-2013, 10:10 AM   #2
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After looking into it some more i found that fluids will cast final gather. (using internal fluid light)
So my new question is does anyone know how to stop it casting FG?
 
Old 04-03-2013, 01:57 AM   #3
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this i'd like to know as well...
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Old 04-03-2013, 08:27 AM   #4
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I have zero experience with fluids but, can't you attach a rayswitch to its material and override the FG color?
 
Old 04-03-2013, 08:51 AM   #5
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yeah tried that earlier today, no luck.
there is also some hidden controls i found when you select the fluid and go to the connection editor you can get to miFinalGatherOverride + rays etc that are found on shape nodes but they appear to do nothing.
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Old 04-03-2013, 08:29 PM   #6
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I haven't tried this, but perhaps you can use djFinalGatherHide for fluids as well as other objects? It's a very useful little script, adds an Extra Attribute toggle for FG.

Alternatively, try this little script?

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Old 04-03-2013, 09:55 PM   #7
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hehe. yeah tried the miFinalGatherHide attribute too from DJX.
I've seen that script but haven't tried that yet. let you know.
thanks
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Old 04-03-2013, 10:01 PM   #8
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nah. no dice. it's a python script that adds the same attribute. it has miFinalGatherReceive and miFinalGatherHide.
only 'solution' is to render another rgb layer and include a shadow pass onto that. but that's quite ridiculous i feel.
I'm trying to avoid fg calculation because in the shot i'm working on it blows out the render times like crazy and i've only got cast shadows enabled on the fluid.
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Old 04-04-2013, 03:20 PM   #9
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Wouldn´t it (generally) be a better idea to render the fluids out as a separate pass and comp it together?
 
Old 04-04-2013, 03:20 PM   #10
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