rayswitch

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lacilaci
Posts: 346
Joined: Fri May 04, 2018 5:16 am

rayswitch

Post by lacilaci » Fri Nov 02, 2018 2:42 pm

Maybe an idea for future development. A rayswitch node, or nodes.
In cycles there is a light path node that can be used in combo with mix shader for example to make renderer use one shader(complex one for example) for camera, but for reflecions and gi I can set to use simple shader to optimize calculations.

In attachment my crappy node setup from cycles, just to illustrate.
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rayswitch.JPG

kintuX
Posts: 248
Joined: Wed Jan 10, 2018 2:37 am

Re: rayswitch

Post by kintuX » Sat Nov 03, 2018 1:02 am

Would love it :D , :cry: but... this is what i got from Dade:
"No and it is unlikely it will ever been supported (i.e. it is very not physically based)."
So much can be done and problems solved just by having this switch.

lacilaci
Posts: 346
Joined: Fri May 04, 2018 5:16 am

Re: rayswitch

Post by lacilaci » Sat Nov 03, 2018 6:06 am

I am starting to think that this "physically based" or "unbiased" are some sort of religions :D

I made another request for object hiding from /diffuse/glossy/shadow/camera rays on github as an object property.
Maybe if we had this sort of rayswitch/lightpath node and another null type of node we could use it instead...

Add another include/exclude property for lights and object list node and we have another feature covered without having it an object property...

One way or another, hiding things from rays is important feature and switching is just a step further.

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