FarbigeWelt wrote: Tue Oct 16, 2018 1:12 pm
lacilaci wrote: Tue Oct 16, 2018 10:29 am
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No, this has to work without that ridiculous workaround, not efficient at all... Simple box emitor is as far as I'm willing to go, it's what you do in any other renderer..
A nore efficient way might be to copy filiament and reduce complexity with one of the mesh tools. At same place with correct materials high poly keeps visible and low poly delivers light.
You cannot keep things at the same place if luxcore can only hide camera rays, and cannot hide diffuse contribution of the hi-poly... There are workarounds sure, but no way that's an efficient workflow. There is no easy way around this,
we need
1.the ability to disable light occlusion from other lights - so that an invisible light doesn't cast it's own shadow (the fact that light cannot disable it's own shadows makes invisible lights near impossible to use within interior)
2.disable diffuse contribution so that emissive light sources can glow and be seen in reflection but don't contribute to lighting.
3.disable shadow casting so that we can optimize scenes with refractive glass and curtains and whatnot.(This should also apply to DLCS so that it can pass through translucent and refractive materials effortlessly, and same goes for potential secondary gi caching)
4.disable visibility in reflections so that invisible lightsources and other objects can be hidden from being reflected.
You have to understand that it's no point if I can have hundreds of lights if I cannot use one object as visible light and simplified mesh as actual lightsource.
Next step is exclusive/inclusive lighting per object for a complete control over lighting, that one even cycles don't have, but it is planned for 2.8 at some point.