hide object in Iray render but keep the light bouncing of them

how can I have objects to bounce the light around but hidden from the camera? I've tried "hide in render" and "opacity", in both cases it was like the object don't exist anymore. please don't add this one to the list of disappointing answers I've got for everything else...

Comments

  • mjc1016mjc1016 Posts: 15,001

    Simple question...can you place a ball on a table and take a picture of it, without it being in the picture, but it's reflection, shadow, etc being shown?

    No.

    That's how Iray works...it's based on real physics.  There's nothing to be disappointed about.

    That said, some or all of it can be done using canvases and light path expressions.  Both functions will suspend/alter 'reality'...

    http://www.daz3d.com/forums/discussion/62832/quick-question-about-iray-canvases

    http://www.daz3d.com/forums/discussion/58779/iray-canvases-light-path-expressions-and-z-buffer

  • harrykimharrykim Posts: 225
    mjc1016 said:

    Simple question...can you place a ball on a table and take a picture of it, without it being in the picture, but it's reflection, shadow, etc being shown?

    No.

    That's how Iray works...it's based on real physics.  There's nothing to be disappointed about.

    That said, some or all of it can be done using canvases and light path expressions.  Both functions will suspend/alter 'reality'...

    http://www.daz3d.com/forums/discussion/62832/quick-question-about-iray-canvases

    http://www.daz3d.com/forums/discussion/58779/iray-canvases-light-path-expressions-and-z-buffer

     

    Well this is not the full story !

    1. Create a sphere and set opacity to 0.00000000001 

    For next steps the sphere must be selected all the time in scenetab

    2. Apply the Uber Base Shader ( hold Strg / Ctrl and doubbleklick on the shader and choos "ignore" (screenshot 1)

    The shader takes  the opacity value you gave the sphere

    3. Apply Uber emission shader ( hold Strg / Ctrl and doubbleklick on the shader and choos again "ignore" ( Screenshot 2)

    4. In Surface tab set Cutout Opacity to 0.00000000001 and Emission Luminanz to about 500K (500 thousand)

    Make a shortrender ( screenshot 3)

    I hope I did not misunderstand the topic ...

     

    Screenshot (19).png
    1920 x 1080 - 832K
    Screenshot (17).png
    1920 x 1080 - 927K
    Screenshot (18).png
    1920 x 1080 - 1M
  • harrykimharrykim Posts: 225
    harrykim said:
    mjc1016 said:

     

    harrykim said:

     

    Well this is not the full story !

    1. Create a sphere and set opacity to 0.00000000001 

    For next steps the sphere must be selected all the time in scenetab

    2. Apply the Uber Base Shader ( hold Strg / Ctrl and doubbleklick on the shader and choos "ignore" (screenshot 1)

    The shader takes  the opacity value you gave the sphere

    3. Apply Uber emission shader ( hold Strg / Ctrl and doubbleklick on the shader and choos again "ignore" ( Screenshot 2)

    4. In Surface tab set Cutout Opacity to 0.00000000001 and Emission Luminanz to about 500K (500 thousand)

    Make a shortrender ( screenshot 3)

    I hope I did not misunderstand the topic ...

     

    PS: I have no idea how to control shadow intensity

    harrykim said:

     

     

  • harrykim said:
    mjc1016 said:

    Simple question...can you place a ball on a table and take a picture of it, without it being in the picture, but it's reflection, shadow, etc being shown?

    No.

    That's how Iray works...it's based on real physics.  There's nothing to be disappointed about.

    That said, some or all of it can be done using canvases and light path expressions.  Both functions will suspend/alter 'reality'...

    http://www.daz3d.com/forums/discussion/62832/quick-question-about-iray-canvases

    http://www.daz3d.com/forums/discussion/58779/iray-canvases-light-path-expressions-and-z-buffer

     

    Well this is not the full story !

    1. Create a sphere and set opacity to 0.00000000001 

    For next steps the sphere must be selected all the time in scenetab

    2. Apply the Uber Base Shader ( hold Strg / Ctrl and doubbleklick on the shader and choos "ignore" (screenshot 1)

    The shader takes  the opacity value you gave the sphere

    3. Apply Uber emission shader ( hold Strg / Ctrl and doubbleklick on the shader and choos again "ignore" ( Screenshot 2)

    4. In Surface tab set Cutout Opacity to 0.00000000001 and Emission Luminanz to about 500K (500 thousand)

    Make a shortrender ( screenshot 3)

    I hope I did not misunderstand the topic ...

    The emissive preset will apply the base shader without having to do so as a separate step, and there's no need to hold down ctrl - that is for ignoring maps in the preset, it has no bearing on values.

    harrykim said:
    PS: I have no idea how to control shadow intensity

    There's no such control in Iray (at least, not in Photoreal mode) - you need to add extra light to fill in shadowed areas if you want them lighter.

  • mjc1016mjc1016 Posts: 15,001
     

    There's no such control in Iray (at least, not in Photoreal mode) - you need to add extra light to fill in shadowed areas if you want them lighter.

    Or increase the size of the emitter...very large emitters have 'lighter' softer shadows.

  • harrykimharrykim Posts: 225

    oh how embarrassing, thanks and please apologize for my misunderstanding. After posting I asked my self, why not using Pointlight

    Well, to late

  • harrykim said:
    I hope I did not misunderstand the topic ...

    well it wasn't what I wanted but that was another thing I was wondering about, thanks,

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