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Render Gizmo and Self Illuination

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  • Render Gizmo and Self Illuination

    You are probably already aware of the problem:

    When I turn on a render gizmo in the Rendering tab, PhoenixFD will not handle Self Illumination. It simply will be disregarded. If I turn the gizmo off again. The simulated explosion will shine again like a charme. So whats the matter with this little Gizmo sabotaging the entire Lightraycasting?
    I am using official PhoenixFD 2.2.

    Thanks!
    Chr

  • #2
    Hello, I would bet the problem is something specific to your scene, because I could not reproduce it with a brand new scene neither with the latest nightly, nor the official 2.2.

    Is it possible to send the scene over so we can investigate, or to describe it further? Also, are you able to reproduce the problem with a brand new scene as well, and what type of self-illumination are you using?
    Svetlin Nikolov, Ex Phoenix team lead

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    • #3
      I was using lights placed in the reduced cage. All other lighting settings are standard. https://dl.dropboxusercontent.com/u/...20Tutorial.rar
      When GIZMO is checked, the rendering should be very different from the version with GIZMO unchecked.

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      • #4
        Alrighty, got the scene - if I understand correctly, you are using a plane with a shell modifier for slicing a piece of the simulation render-time using the gizmo. The gizmo will render only what's inside it, and that applies for emissive lights as well - you will only get self/scene illumination from the lights that are inside the slice. That's the way it's designed to work. What effect are you trying to achieve?
        Svetlin Nikolov, Ex Phoenix team lead

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        • #5
          No. I am using the Gizmo (Plane with Shell) as INVERTED Gizmo. So it's two boxes to check. Sorry, I should have said that. The effect I was trying to achieve is to cut off the ground. None of the emissive lights should be inside the gizmobox.

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          • #6
            Ahuuuuum, got it! Inverted gizmo is broken with emissive lights, they ignore the inverted option and still only the ones inside the gizmo will be left.

            I'll let you know when this is fixed, so you can get a nightly build if you like. Thanks for reporting this
            Svetlin Nikolov, Ex Phoenix team lead

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            • #7
              Ah yes, but good to know it is actually a bug and that instead the problem is not sitting in front of the computer here.

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              • #8
                Okay, it's fixed, you can try tomorrow's nightly build
                Svetlin Nikolov, Ex Phoenix team lead

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                • #9
                  Much appreciated.
                  However with a nightly build, I am not sure if it won't cause problems with the installated verions on the renderfarm I am using. So I guess I am waiting for the official 2.3 and use another solution for now.

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