At the moment that’s currently how it works. It is not possible to stop the caustics being generated from an object, it’s only possible to stop objects receiving caustics.
We’ll log this feedback and I’ll let you know when we have some more information.
At the moment that’s currently how it works. It is not possible to stop the caustics being generated from an object, it’s only possible to stop objects receiving caustics.
We’ll log this feedback and I’ll let you know when we have some more information.
Rowan
Hi
Thanks
It’s a good news
I wrote my proposal on caustics a long time ago, then I was told that the idea is good and will be implemented later.
A lot of time has passed and I can see on the board in trello the item - “Include / exclude for caustics”
My first thought - is great! you finally did it! but after reading the description of the function, I was disappointed.
I hope you will make this feature soon.
as well as the new tone mapping, color spaces - we have been asking all this for not the first year.
I would like to see great development in the future.
Corona is an excellent engine, but unfortunately its development is extremely slow now ((
Hi, I found another mistake, when adding refraction in the physical material, something abnormal happens in the scene. I have met this glitch in my other projects, but this one is the most hardcore!
Found the root of the problem of this error:
In the Render settings, when the “refl/refr override” function is enabled
And I found another mistake by accident. It is ancient, as it exists in both physical and non-physical materials. Incorrectly interacts IOR reflection in two-dimensional objects.
Faced with a limitation that is not described in “Known bugs and limitations”. SSS does not emit light.
Is this a known problem, or am I doing something wrong?
This is actually a pretty strange one, granted it breaks under certain circumstances (0 thickness plane). I am reporting it to see if it’s a limitation or if it can be improved.
(Report ID=CRMAX-1062)
You will have to add some value of refraction for caustics or light to pass through, but I believe using Thin-shell with thin absorption color might be a better choice.
This is a NaN error, thank you for uploading the scene I found it.
I’m sorry to post this without any evidence, but I’m just reaching out in case this is a known issue:
Has anyone else experienced bad render quality after switching to the latest daily (15/10/2021)?
I updated from daily 06/09/2021 and immediately noticed two interior scenes I was working on became very very splotchy (light leaks and dark spots in corners). I didn’t have time to fuck around as I had deadlines (I know it’s not advised to be updating mid-project but Corona is usually so damn stable that it’s often tempting) so I reverted back to Sept 06 version and all is fine again.
I’m asking as I’d like to upgrade again (decals has me hooked already) but don’t want to mess around again with poor quality. Is this a known issue somehow or has anyone else reported such findings?
As you can see the caustics are significantly reduced on all objects not in the “include” list (the pool geometry/water etc.), but they’re actually still receiving caustics, if you look at the exposure-cranked versions on the right. I think this might be because they are still appearing on reflective objects? So in other words all those other objects that are excluded might not be DIRECTLY receiving caustics but they are still indirectly reflecting them maybe. I think this is not ideal as really the point is to exclude them totally as a visual control.
Also since this is working through include/exclude list it doesn’t work at all through XREFs which is a productivity/management killer. Ideally this would work through GBuffer ID and Layer system.
Rendertimes were pretty much identical with/without exclusions (which is expected I guess, but not ideal).
Perhaps this is similar to what I raised a while back. I noticed Caustics we still calculated even when turned off - perhaps the same thing/similar to what you’re seeing here? Here’s the thread with responses from devs https://forum.corona-renderer.com/Caustics being calculated when turned off?#msg178961
I think it could be that, yeh. Although I think with an exclude you’d definitely expect and need it to act the way you would expect, i.e. be truly black/null. Hopefully the devs can find a solution, even a hacky one
Did anybody notice unusual freezing when rendering is on and you try to interact with VFB? I’m using Oct 12 build and i start to get those freezes very often, somthing that almost never happened before. At the moment i don’t have time to roll back to v7 and see if the issue would be gone, but i thought i will ask on the forum if anyone else having similar issues.