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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