Unseen by radiosity ?


#1

Hey all,

Anyone know if it’s possible to make an object unseen by radiosity during a render in v2.5b ?

I’ve not used M:S for quite a few months now and have come across a situation where I need a mesh in my scene to be unseen by the radiosity rays - it’s a skydome that blocks the lighting provided by an hrdi image mapped to the enviroment material.

I know I could render out the skydome as a seperate pass and comp it, put in in as a bg image sequence,etc , but I though I’d ask as a way to make something unseen by radiosity would probably be a feature worthwhile having, regardless of the workarounds.


#2

Why not apply the texture to the background material? It is not used for HDRI and is not an “in-scene” object. Should be exactly what you need, right?


#3

The image needs to me planar-mapped in Y onto a hemisphere to look right.

I haven’t used M:S in quite a while so I could have forgotten something basic, but I cannot get planar mapping on the bg material to work with this at all, it never looks correct.


#4

Sorry it took me so long, but I am quite busy atm. And unfortunately I have my head in a completely different matter righ tnow, too, so I have a hard time following you. :frowning:

Can you post a screenshot of how it should look like and what your texture looks like. Maybe that helps my focusing skills.


#5

Thanks for the replys Alex. Don’t bother yourself with this right now, you sound as though you have enough on your plate atm.

I’ve also had something come up which will put the project this was for on hold, so it’s not important. I’ve attached a lower res version of the image incase anyone else was curious.

I have a workaround anyway - I’ll just map my HDR image to a sphere and make that smaller than the hemisphere that has the sky mapped onto it. This’ll give me more control over over the lighting, as I can then rotate the sphere to change the direction of lighting ( afaik, if an image is applied to the enviroment or background material using spherical probe mapping, you cannot rotate it - the numeric controls of the mapping have no effect on it )


#6

I’m not sure I understand why you need a sky sphere as well as an environment?

But you can use TLHPro:Raytype to have different materials on an object depending on what rays are seeing it - Camera, Reflection, Refraction, GI, Shadows etc. are possible. I use it a lot for things like you seem to do.

So you could have the HDRI on the same sphere as the Sky, but only GI would see it…

Cheers,


#7

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