MistyLaraCarrara opened this issue on Jun 01, 2014 · 50 posts
seachnasaigh posted Fri, 06 June 2014 at 6:04 AM
Quote -
The left render shows the setup: no lights, only the ambient on the ball. The middle render is with the ball invisible to the camera. Nice, soft light, ready for adding a hologram, or a fairy, or a magic energy sphere (either in post or directly in the render). The third render is exactly the same except I added a mirror behind the hand and oops, there's the ball. And there's no way to eliminate that ball showing up in reflections.
Keith gives a clear and concise explanation of the problem. Yes, that phenomenon doth vex me. :glare: The tick box marked visible in camera can be unchecked, but what it actually means is not visible on the first passage of a ray, but visible in any and all subsequent ray passages. :tt2:
If we could get an additional tick box which would make a mesh remain "not visible in camera" that would solve the problem. But the mesh light designation with adjustable IDL gain would be a more elegant solution.
Of course, adding both features would give flexibility.
Moriador is also correct regarding there having been an issue with proper point light attenuation; that in itself I can usually adjust for, but what about projects like Xanadu with wraparound neon tubing, or the big Lothlorien trees with a hundred lanterns? For these situations, point lights become untenable, but mesh lights are an easy and natural solution.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5