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Can't include/exclude Lights?

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  • Can't include/exclude Lights?

    Hello,

    Can't seem to be able to include and exclude lights for phoenix including Dome lights, is this a known issue?

    Using Vray 3.2.01 official build

    Phoenix 2.2 official build.

    Thanks,

  • #2
    I think I was told to use geo mode.
    I just can't seem to trust myself
    So what chance does that leave, for anyone else?
    ---------------------------------------------------------
    CG Artist

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    • #3
      Originally posted by Paul Oblomov View Post
      I think I was told to use geo mode.
      Tried, sorry doesn't seem to work..

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      • #4
        Also would like to point out:

        I can't seem to be able to disable shadow casting and receiving on foam/splashes from Object properties of the shader, Is there a way to do this? since shadow casting massively slows down render times, in this particular case I would like to render the scene as a whole with no post, so I would like to be able to control these parameters to speed up render times.

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        • #5
          you have to use the options of the foam shader object, i suppose you are tweaking the properties of the liquid container.
          ______________________________________________
          VRScans developer

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          • #6
            Originally posted by Ivaylo Katev View Post
            you have to use the options of the foam shader object, i suppose you are tweaking the properties of the liquid container.
            Hello,

            Thanks for the quick reply and help! Well I've tried the following with yet no results:

            1 -No i'm not tweaking the properties of the container, but rather the properties of the shader objects by unchecking the cast and receive shadow options, unfortunately with no results, they still cast and receive shadows.

            2 - If you mean the options within the foam shader itself, I can't seem to be able to find such an option which affects the shadows directly by excluding them.

            You may find a simple test scene here, if you sim for a few frames and render the scene at the moment it has cast and receive shadow options unchecked from the shader yet it still renders soft shadows on the foam/splashe particles from the dome light, to compare the results simply turn off shadow cast from the dome:

            https://db.tt/eeVN7f1S

            Thanks!

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            • #7
              i tested your scene and it seems to work. the render times are dramatically different, i was unable to wait the end of the rendering with the shadows on, and the visual result is also as expected. i'm talking about the object properties, not some special parameters of the shader. not all the object properties are supported, but the shadow cast/receive are supported because they are too important. as i remember this option is supported long time ago, no idea why we get different results. can you tell the render times with and without shadows enabled? anyway, without shadows is hard to get good foam result, so i would give you few speed up tips when rendering foam.
              - use cellular mode only for closeup images, the difference between bubble and cellular is not observable in your scene, but bubbles render much faster.
              - if possible do not use GI, replace it with few (typically 3-4) point lights
              - if possible do not use dome light, use the same trick as for gi
              - if possible use composition and separate pass for the foam.
              ______________________________________________
              VRScans developer

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              • #8
                Originally posted by Ivaylo Katev View Post
                i tested your scene and it seems to work. the render times are dramatically different, i was unable to wait the end of the rendering with the shadows on, and the visual result is also as expected. i'm talking about the object properties, not some special parameters of the shader. not all the object properties are supported, but the shadow cast/receive are supported because they are too important. as i remember this option is supported long time ago, no idea why we get different results. can you tell the render times with and without shadows enabled? anyway, without shadows is hard to get good foam result, so i would give you few speed up tips when rendering foam.
                - use cellular mode only for closeup images, the difference between bubble and cellular is not observable in your scene, but bubbles render much faster.
                - if possible do not use GI, replace it with few (typically 3-4) point lights
                - if possible do not use dome light, use the same trick as for gi
                - if possible use composition and separate pass for the foam.
                Hello Ivaylo,

                The tips you mentioned have been exactly what i've been using on previous scenes, however I wanted to render all of them in one pass in this case which is why i was looking for the light include and exclude options which yet doesn't seem to be working on foam and splashes, since i would like to have the usual setup with vray lights while using custom omni and other lights for the foam as you mentioned.

                Regarding the object properties this is also exactly what i was trying but still no change at all, perhaps i need a re-installation and i'll try again.

                And finally i was testing it with dome light to see if the shadow cast exclude will work out, and it was not meant to illuminate the foam, unfortunately like i mentioned above i can't seem to get foam or splashes to be "excluded" or included from any light" is this the same problem with you?

                Thanks again for your time!

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                • #9
                  include/axclude is different story, i was testing for the cast shadow option. the exclude list is really not working, this is planed to be added and is already added for the smoke, but not for the foam. if you are in rush , ask for nightly builds and we will add it
                  ______________________________________________
                  VRScans developer

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                  • #10
                    Originally posted by Ivaylo Katev View Post
                    include/axclude is different story, i was testing for the cast shadow option. the exclude list is really not working, this is planed to be added and is already added for the smoke, but not for the foam. if you are in rush , ask for nightly builds and we will add it
                    Thanks Ivaylo, Ok i understand now so it is still pending, I can send an official request by mail to support if that's ok.

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                    • #11
                      Don't worry about the request, we'll take a note and up the priority of foam lights exclude lists.

                      I'll update you here when it's in the nightlies - hopefully by the end of the week or by beginning of next week.
                      Svetlin Nikolov, Ex Phoenix team lead

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                      • #12
                        Wonderful, thanks! already sent an email.

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                        • #13
                          Hello,

                          Please try tomorrow's nightly (23 Jun) and see if it's okay now.

                          Just a note - for foam and splash, the PHXFoam object must be excluded, not the PHXSimulator
                          Svetlin Nikolov, Ex Phoenix team lead

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                          • #14
                            Originally posted by a0121536 View Post
                            Hello,

                            Please try tomorrow's nightly (23 Jun) and see if it's okay now.

                            Just a note - for foam and splash, the PHXFoam object must be excluded, not the PHXSimulator
                            This sounds great, will try tomorrow!

                            Comment


                            • #15
                              Hello, there was a problem with today's nightlies, so unfortunately this is delayed until tomorrow.
                              Svetlin Nikolov, Ex Phoenix team lead

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