Hi there,
I did mentioned this to Henrik but I thought to also share it with everyone on the forum.
Would it be possible to add such switch so that for instance we can have a switch for enable/disable caustics emitter/receive as well as shadows.
Sometime you know want every obj in the scene for example to emit caustics (or receive) and apart from perhaps saving computational times , it would be very useful to art direct what you want to achieve with such features at render time.
Some of those are availble already in certain materials but if I would have to make a consistent list that would be
- cast/receive shadows
- emit/receive caustics
- global illumination on/off
- Motion Blur on/off
- Primary visibility
- Secondary rays visibility (like transparency /reflection/refraction)
- shade double sided in the case of a single surface mesh
Please other users feel free to chip in as well
thanks
Marco
There are some on the list i would whole heartedly agree with but fear it would be a major re-write of the render engine ...
Quote- shade double sided in the case of a single surface mesh
That was introduced in 6.0 beta stage, has it been removed ? ... I will have to look and see if i can remember how, Geometry editor was used i am sure.
Martin
Not sure if that as to do with the render engine itself or its more about what it is parsed to it...
But a word for the dev team I am sure will clarify that and much welcome as well
With respect to "shade double sided in the case of a single surface mesh" there is a surface backside mask node available when experimental features is enabled.
Søren
Quote from: Søren on January 27, 2016, 11:03:18 PM
With respect to "shade double sided in the case of a single surface mesh" there is a surface backside mask node available when experimental features is enabled.
Søren
Thanks for clarifying that - I knew i had seen it somewhere Søren
Martin
Quote from: Søren on January 27, 2016, 11:03:18 PM
With respect to "shade double sided in the case of a single surface mesh" there is a surface backside mask node available when experimental features is enabled.
Søren
Cool! thanks!
Any word you can share about the other switches? too complicated?