Timeline for Make light visible once it passed through a transparent object
Current License: CC BY-SA 4.0
24 events
when toggle format | what | by | license | comment | |
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Nov 2, 2020 at 10:36 | vote | accept | bstnhnsl | ||
S Nov 2, 2020 at 10:35 | history | bounty ended | bstnhnsl | ||
S Nov 2, 2020 at 10:35 | history | notice removed | bstnhnsl | ||
Nov 2, 2020 at 9:34 | comment | added | Robin Betts♦ | @ChameleonScales yes, it's annoying that the 'transparent depth' seems just to be an accumulator.. total number of transparent surfaces passed, at all stages. | |
Nov 2, 2020 at 7:04 | comment | added | bstnhnsl | @ShantanuAryan unfortunately that’s a solution i had in my early stages of exploring. | |
Nov 2, 2020 at 7:02 | comment | added | bstnhnsl | @ChameleonScales I hope there will be a smart light path in a future update. Would solve a lot of my daily struggles... | |
Nov 1, 2020 at 14:39 | answer | added | vklidu | timeline score: 7 | |
Nov 1, 2020 at 11:02 | answer | added | Robin Betts♦ | timeline score: 14 | |
Nov 1, 2020 at 10:42 | answer | added | lemon | timeline score: 7 | |
Nov 1, 2020 at 8:32 | comment | added | Shantanu Aryan | imgur.com/a/A7WXHw5 is this ok? | |
Nov 1, 2020 at 4:14 | comment | added | ChameleonScales | For a "one render pass" solution I'm pretty sure we would need either light linking or a smarter light path node (one that memorizes ray types throughout the whole path). So in the current state of Blender you have to composite 2 renders: one with your "portal" light source using a pitch black wall around the door and one with your normal light source, without the wall. You can then simply add the 2 renders together and you should get the right result. PS : if you also use an environment light, only use it on one of the 2 renders of course. | |
Oct 30, 2020 at 9:53 | comment | added | bstnhnsl | I feel like I'm beyond that starting point. But thanks anyways. | |
Oct 30, 2020 at 9:46 | comment | added | jachym michal | I feel like Robin Betts' Magic Goggles answer could be a good starting point, but I can't figure it out myself :). | |
Oct 30, 2020 at 8:53 | comment | added | bstnhnsl | @JachymMichal Hi :). Basically what you can see in image 4 without the shadow from the corridor. There should be "outer" and "inner" light sources, the doorframe should cast a shadow. (i have my wonky light-blocking corridor for scenes, where there is no other lighting). | |
Oct 30, 2020 at 8:42 | comment | added | jachym michal | Hello :). What's the desired result if there are more lights in the scene? Should the doorframe cast any shadow at all? Or should all lights only shine through the transparent door? | |
S Oct 30, 2020 at 8:27 | history | bounty started | bstnhnsl | ||
S Oct 30, 2020 at 8:27 | history | notice added | bstnhnsl | Draw attention | |
Oct 27, 2020 at 15:00 | history | tweeted | twitter.com/StackBlender/status/1321104386496618496 | ||
Oct 27, 2020 at 14:48 | comment | added | bstnhnsl | @ETHANDAY Portals are used to make light sampling more effective and to guide the raytracing. It won’t block any light. The cone lamp on the floor won’t have proper light falloff. | |
Oct 27, 2020 at 14:18 | history | edited | bstnhnsl | CC BY-SA 4.0 |
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Oct 27, 2020 at 13:59 | comment | added | ETHAN DAY | another thing you could maybe try, is making a light area on the ground in front of the door, and shape it into a cone | |
Oct 27, 2020 at 13:49 | comment | added | ETHAN DAY | Although, portals are usually used for indoor scenes, I'm not sure how it would affect your scene, but might be worth a try | |
Oct 27, 2020 at 13:47 | comment | added | ETHAN DAY | did you enable portals in the light settings, because if not, that may be exactly what your looking for. | |
Oct 27, 2020 at 13:45 | history | asked | bstnhnsl | CC BY-SA 4.0 |