Yes, a light source can only avoid to emit light, not become transparent (if it is not already, like all not-intersectable light sources: point, spot, etc.).B.Y.O.B. wrote: Mon Jul 06, 2020 3:05 pm But in the case of an area light, isn't the current behaviour of this setting to lead to a black mesh being visible in reflections, instead of being invisible?
Full invisible area light
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Full invisible area light
Re: Full invisible area light
Oh..sorry. You're right.Dade wrote: Mon Jul 06, 2020 1:41 pm It is already possible to make a light source invisible to specular materials, there is a dedicated flag for visibility on diffuse, glossy and/or specular materials![]()
I've tried and it works. Good. And MIS is still there...at least the sampling seems the same of the "normal" area light.
I'm trying with my test scene..but I can't understand why you said that it become black...I've tested both with glossy and specular material and I can't see the black shape of the area light. Where am I wrong?Dade wrote: Mon Jul 06, 2020 3:11 pmYes, a light source can only avoid to emit light, not become transparent (if it is not already, like all not-intersectable light sources: point, spot, etc.).B.Y.O.B. wrote: Mon Jul 06, 2020 3:05 pm But in the case of an area light, isn't the current behaviour of this setting to lead to a black mesh being visible in reflections, instead of being invisible?
Re: Full invisible area light
It works as far as I knowmarcatore wrote: Mon Jul 06, 2020 4:25 pm I'm trying with my test scene..but I can't understand why you said that it become black...I've tested both with glossy and specular material and I can't see the black shape of the area light. Where am I wrong?

Re: Full invisible area light
I only tested the latest build from github (on Windows), which shows this problem.
edit: I can also reproduce the problem in the orange juice scene with a custom build from the latest sources, done on Linux.
Re: Full invisible area light
The builds are not updated, it has been fixed by this Sunday commit: https://github.com/LuxCoreRender/LuxCor ... 4aa0c2ca08B.Y.O.B. wrote: Tue Jul 07, 2020 1:39 pmI only tested the latest build from github (on Windows), which shows this problem.
edit: I can also reproduce the problem in the orange juice scene with a custom build from the latest sources, done on Linux.
Re: Full invisible area light
But I tested that on Linux, and it still shows the problem.
Is the orange juice scene working fine on your end?
Is the orange juice scene working fine on your end?
Re: Full invisible area light
Yes, it does.B.Y.O.B. wrote: Tue Jul 07, 2020 5:42 pm But I tested that on Linux, and it still shows the problem.
Is the orange juice scene working fine on your end?
Re: Full invisible area light
The orange juice scene is broken for me too. But i only tested CPU path.
Bidir works.
Bidir works.
Re: Full invisible area light
Ok, now the latest Windows build works correctly.