[Bf-cycles] Camera Layers don't occlude light sources
Brecht Van Lommel
brechtvanlommel at pandora.be
Wed Apr 4 12:35:16 CEST 2012
This is the intended behavior, Blender Internal also works the same
way with lamps, or e.g. an emitting object in a raytraced reflection.
A light source is no different than another object, it will not be
directly visible but still indirectly affect other objects. The
purpose of render layers is that if you composite them all together,
they will still give the same results as if they were rendered in one
Probably what you're missing most here is light groups support, that
should be added at some point.
On Wed, Apr 4, 2012 at 4:19 AM, Jonathan Williamson
<jonathan at cgcookie.com> wrote:
> I've recently encountered something with Render Layers that is a bit
> cumbersome, and potentially a bug but I wasn't sure. I wanted to check here
> before reporting the bug. I talked with a few developers on #blendercoders
> about it and they weren't sure.
> I know that camera layers act like disabling Camera visibility for objects,
> and that those objects are still indirectly visible; but is this also true
> for light sources (including mesh lights)?
> Currently it does not seem to be possible to restrict a mesh light source
> from illuminating an object without disabling the scene layer. However, when
> trying to setup multiple layers, with different lights, it's not currently
> possible to render each of these individually without manually adjusting the
> scene layers for each render or else by using scenes. Neither of these
> methods are optimal though.
> Is this a bug or merely a limitation of path tracing?
> Jonathan Williamson
> Education Manager and Instructor
> CG Cookie, Inc
> Bf-cycles mailing list
> Bf-cycles at blender.org
More information about the Bf-cycles