I have a scene lit entirely by partially glowing metal objects, and I need a way to make them accurately illuminate the scene, while also being shaded and receiving illumination themselves.
I've tried with with VRayLightMtl and self-illumination in VRayMtl in a blend material, both of which let me have a shader on the illuminated object. But when using either of those, the rest of the scene scene doesn't seem to receive specular/reflections, and the illumination seems way too dark in general (no GI?).
The illumination on the environment looks perfect if I use a mesh light instead, but that replaces any shaders I have on the mesh.
The only way I can think of actually accomplishing what I need is a mess of render layers and material overrides. But even then, I can't get GI to bounce correctly back onto my glowing objects, and it feels wrong to have to dive into something like that for such a conceptually simple effect.
Any ideas?
I've tried with with VRayLightMtl and self-illumination in VRayMtl in a blend material, both of which let me have a shader on the illuminated object. But when using either of those, the rest of the scene scene doesn't seem to receive specular/reflections, and the illumination seems way too dark in general (no GI?).
The illumination on the environment looks perfect if I use a mesh light instead, but that replaces any shaders I have on the mesh.
The only way I can think of actually accomplishing what I need is a mess of render layers and material overrides. But even then, I can't get GI to bounce correctly back onto my glowing objects, and it feels wrong to have to dive into something like that for such a conceptually simple effect.
Any ideas?
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