Any word on adding a separate option for refraction visibility on lights? If this issue was a child, it would be going through puberty.
https://forums.chaos.com/forum/v-ray...ion-visibility
https://forums.chaos.com/forum/v-ray...ght-refraction
https://forums.chaos.com/forum/v-ray...t-to-invisible
https://forums.chaos.com/forum/v-ray...era-for-lights
https://forums.chaos.com/forum/v-ray...ves-refraction
https://forums.chaos.com/forum/v-ray...eflect-refract
https://forums.chaos.com/forum/v-ray...n-contribution
Just to add my own two cents, I see this functionality continue to cause headaches and confusion, especially in VFX where you nearly always want your lights to show up in refracted materials, without showing up in cameras. There are several workarounds, including overriding environment and using mesh lights, but there are certain cases where it's almost impossible to get around, and you end up having to mask the lights out in comp.
The way this works is unexpected, because it's unlike how visibility is handled in all other situations in vray, where "visible to camera" or "primary visibility" is not tied to refraction. It's sneaky enough that people sometimes don't even notice something is wrong with their render, or spend time troubleshooting it before realizing what's wrong. Especially a problem among students in my experience.
https://forums.chaos.com/forum/v-ray...ion-visibility
https://forums.chaos.com/forum/v-ray...ght-refraction
https://forums.chaos.com/forum/v-ray...t-to-invisible
https://forums.chaos.com/forum/v-ray...era-for-lights
https://forums.chaos.com/forum/v-ray...ves-refraction
https://forums.chaos.com/forum/v-ray...eflect-refract
https://forums.chaos.com/forum/v-ray...n-contribution
Just to add my own two cents, I see this functionality continue to cause headaches and confusion, especially in VFX where you nearly always want your lights to show up in refracted materials, without showing up in cameras. There are several workarounds, including overriding environment and using mesh lights, but there are certain cases where it's almost impossible to get around, and you end up having to mask the lights out in comp.
The way this works is unexpected, because it's unlike how visibility is handled in all other situations in vray, where "visible to camera" or "primary visibility" is not tied to refraction. It's sneaky enough that people sometimes don't even notice something is wrong with their render, or spend time troubleshooting it before realizing what's wrong. Especially a problem among students in my experience.
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