unseen by camera and glass


#1

I’ve been trying out emissive objects instead of lights and have found that, in my scene, polygons with luminosity are rendering much faster and look much nicer than using area lights. The problem is that despite having unseen by camera checked they still show up through glass. I can also click unseen by rays but then they don’t work as lights.

This is quite a problem as I’m using the polys at windows to get some light glow :rolleyes:

sooo…any ideas people?:shrug:


#2

you may need to turn on raytraced transparency if you’re not already using that…


#3

It works if I remove raytraced refraction but then it doesn’t look like glass, at least not with the dielectric material.

I’ve just tested it again and it looks terrible. An interior scene with glass balistrades is refracting the backdrop rather than the interior which looks anything but realistic.

One option is to render all glass surfaces without the emissive polys and comp afterwards but that will mean that the lighting will be different “through” the glass.

I’ve had problems before with raytraced refraction, it’s a right PITA.


#4

Would it be possible to create some extra “unseen by…” tick boxes? Before I contact Newtek requesting this feature is there any reason why it wouldn’t be possible?

So, instead of just unseen by rays, there would also be the option of unseen by reflections, refraction and transparency. Because there must be other times when you want an object hidden but still want it to impact the scene in some way. It just seems stupid that I can’t have an object affect the lighting without it also showing up in reflections and refraction. I can set an object to appear in raytracing without affecting radiosity but not the other way round.


#5

Check this out:

http://newtek.com/forums/showthread.php?t=79574


#6

thanks for the link PVA, doesn’t look like it’s possible but at least it’s being discussed.


#7

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.