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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2025 Jan 19 2:31 am)

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Subject: Area Light Reflections


ypvs ( ) posted Thu, 21 November 2019 at 6:33 AM · edited Sat, 04 January 2025 at 8:54 PM

I'm sure there was a thread here about stopping area lights reflecting in glass/mirrors etc but I can't seem to find it. Anyone got the link or put me on the right track? Superfly GPU Renders BTW. Thanks in advance

Poser 11 , 180Gb in 8 Runtimes, PaintShop Pro 9
Windows 7 64 bit, Avast AV, Comodo Firewall
Intel Q9550 Quad Core cpu,  16Gb RAM, 250Gb + 250Gb +160Gb HD, GeForce GTX 1060


Boni ( ) posted Thu, 21 November 2019 at 3:57 PM
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I've searched for the thread to no success, but the short answer is you cannot. Superfly renders realistically, if an object is there it will be reflected including mesh/area lights. I had an elaborate western saloon scene and asked this question several years ago. bagginsbill came in and explained this.

reflection.png

simple set up, backdrop ... mirror and chair. 1 infinite light and one enlarged point light placed on a chair. You see the light in the reflection but not on the chair. In these situations you are best to make an existing object a mesh-light (emitter). Keep in mind what is frustrating in this situation is a great addition for enhancing shiny chrome and other metals and for eye highlights. I hope bb will come in an explain this far better than I can.

Boni



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ypvs ( ) posted Thu, 21 November 2019 at 7:14 PM · edited Thu, 21 November 2019 at 7:17 PM

Hmm- I knew the topic had been discussed but thought/hoped there was a fix. Thanks for taking the time to look, Boni

I do use the Area lights a lot as a main light and not just as a fill as they don't generate grainy shadows like an emitter object

Poser 11 , 180Gb in 8 Runtimes, PaintShop Pro 9
Windows 7 64 bit, Avast AV, Comodo Firewall
Intel Q9550 Quad Core cpu,  16Gb RAM, 250Gb + 250Gb +160Gb HD, GeForce GTX 1060


RedPhantom ( ) posted Fri, 22 November 2019 at 7:20 AM
Site Admin

There is a workaround. If you shrink the light to something very tiny, like .01% and area render just the reflected area you'll end up with a tiny spec that can be post worked out easily. Shadows sharpen with smaller lights so you'll want to render as small as an area as possible. This also isn't so feasible if you have many reflections.


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