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Idea #228: Visibility in reflection

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Written by madmesh the 27 Oct 10 at 01:14. Category: Texturing & Materials. Related project: Nothing/Others. Status: Awaiting moderation
Rationale
To increase the controll of what is reflected and what is not the materials should have more options to effect this.

The reason for this is to get a similar amount of flexibility over reflection as we have over shadow in Blender.

For example:
1. Materials can be set to cast shadow ONLY without the object being rendered.
2. Materials can be set to recieve shadow without casting shadow and visa versa.
3. Materials can be set to recieve shadow ONLY

Tags: raytracing reflection traceable visibility
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Comments
madmesh wrote on the 6 Nov 10 at 15:19
I updated the discription of Solution #1 to make it clearer.

zeauro wrote on the 9 Feb 11 at 07:36
You can achieve same result by moving reflected objects, objects with reflection and lamps to differents layers, making objects sharing some layers and doing a different selection for Scene layers and Layers included in renderlayer.

madmesh wrote on the 20 Feb 11 at 15:30

All renderlayers must have the same set of scene layers. You cant have multiple render layers each with unique scene layers, scene layer settings are "global" for the scene. You could do it with multiple scenes and renderlayers, but that becomes very cumbersome very quickly.

zeauro wrote on the 22 Feb 11 at 07:08
I did not say the contrary. I said a different selection.
You can have less Layers in renderlayer than Scene layers.

I put a simple scene, here.
http://www.pasteall.org/blend/5351

madmesh wrote on the 27 Feb 11 at 13:22
Sorry for the late response.

Ive taken a look at the example scene, thank you for taking the effort. You were right about my response regarding scene layers.

The first problem I see with the example is with the Sphere. The red sphere doesnt reflect because "tracable" is disabled, this however also effects its ability to cast ray shadows.

The floor plane IS reflected but also casts ray shadows in the scene, in your example this is not a big deal because the object is well... a floor.

Using "tracable" for controlling either reflection or shadow casting is tricky to say the least. Because it controlls 2 important options.

madmesh wrote on the 27 Feb 11 at 13:28
Using render layers and traceable wil get you along way in working around the problem of selective visebility and reflection.

I still think my solution is valid. Controlling shadowcasting and recieving shadows doesnt require workarounds. I think reflections should have the same ease of use.

a7hob wrote on the 18 Feb 13 at 02:25


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