I’m not sure if this is a bug / known limitation or if I am doing something wrong, but I am having a hard time trying to get the Ray Switcher material to behave like it theoretically should.
The first picture is an example from the Corona helpdesk page “What is RaySwitch material and map?”, and it shows the result I am trying to achieve.
The second picture is what I am getting in Corona. Theoretically the material should appear completely diffuse, but it should emit light. However the resulting material appears glowing, exactly like the light material plugged into the Global Illumination slot.
Any suggestions / recommendations would be much appreciated.
Thanks for the reply. Yes, unchecking the “emit light” box did the trick, but I was hoping I could use the RaySwitch material with the proper light emitting material.
The idea was to make a light bulb using the Corona material with self-illumination as the material visible directly and in reflections, and the CoronaLight as the global illumination material to actually illuminate the scene. If I use the CoronaLight material alone with the “Visible directly” option on, it appears far too bright, so I wanted to use this “fake” solution to tackle this problem.
But I understand this is a known limination, so I will look for other options. Maybe this will eventually be implemented in the future.
One solution would be to use two objects, one with light material assigned, emit light turned on and visible directly turned off. Another object would have light material with emit light turned off and visible directly turned on.