Indirect lighting does not observe hidden layers correctly #37723

Closed
opened 2013-12-07 01:31:34 +01:00 by Zauber Paracelsus · 8 comments

System Information
x86_64 Linux Mint 15, kernel version 3.8.0-19
nVidia GTX 650 Ti graphics, driver version 310.44

Blender Version
Broken: Blender 2.66 - 2.69
Worked: Unknown

Short description of error
Rather than using layers which are visible during the render, indirect lighting will instead use layers which are visible to the viewport. So, if you have mesh objects on layer 1 and a lamp on layer 2, and hide layer 2 from the render, then it will still use lights from layer 2. The same goes for objects: if an object is on a layer which is hidden from render and not hidden from the viewport, then it will use that object to calculate indirect lighting as well.

Exact steps for others to reproduce the error

  • Open the attached blender file: IndirectLightingBug.blend
  • It has three cubes, and on a layer hidden from rendering (but visible to the viewport), it has two spheres with an emissive material: one red and one blue.
  • Upon rendering it, you will see blue and red light falling onto the cubes, but the spheres will not be visible.
**System Information** x86_64 Linux Mint 15, kernel version 3.8.0-19 nVidia GTX 650 Ti graphics, driver version 310.44 **Blender Version** Broken: Blender 2.66 - 2.69 Worked: Unknown **Short description of error** Rather than using layers which are visible during the render, indirect lighting will instead use layers which are visible to the viewport. So, if you have mesh objects on layer 1 and a lamp on layer 2, and hide layer 2 from the render, then it will still use lights from layer 2. The same goes for objects: if an object is on a layer which is hidden from render and not hidden from the viewport, then it will use that object to calculate indirect lighting as well. **Exact steps for others to reproduce the error** * Open the attached blender file: [IndirectLightingBug.blend](https://archive.blender.org/developer/F37098/IndirectLightingBug.blend) * It has three cubes, and on a layer hidden from rendering (but visible to the viewport), it has two spheres with an emissive material: one red and one blue. * Upon rendering it, you will see blue and red light falling onto the cubes, but the spheres will not be visible.

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @ZauberParacelsus

Added subscriber: @ZauberParacelsus

I've uploaded a second blend file, which adds a light to the scene. You'll see that indirect light from the lamp is visible, while direct light is not.

IndirectLightingBug2.blend

I've uploaded a second blend file, which adds a light to the scene. You'll see that indirect light from the lamp is visible, while direct light is not. [IndirectLightingBug2.blend](https://archive.blender.org/developer/F37099/IndirectLightingBug2.blend)

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2013-12-07 01:49:47 +01:00

It's by design, what you call "viewport layers" are the "scene layers" in the render layer properties.

Scene Layers: only objects on these layers will contribute to the image.
Camera Layers: objects on these layers are directly visible to the camera. When an object is in the scene layers but not camera layers, it will still cast shadows or be visible in reflections, so it's still indirectly visible. This is equivalent to disabling the Camera in the Ray Visibility panel for the object. The way this works may be somewhat confusing at first, but it's designed such that render layers can be recomposed to give the full render, without any missing shadows or reflections.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Layers

It's by design, what you call "viewport layers" are the "scene layers" in the render layer properties. > Scene Layers: only objects on these layers will contribute to the image. > Camera Layers: objects on these layers are directly visible to the camera. When an object is in the scene layers but not camera layers, it will still cast shadows or be visible in reflections, so it's still indirectly visible. This is equivalent to disabling the Camera in the Ray Visibility panel for the object. The way this works may be somewhat confusing at first, but it's designed such that render layers can be recomposed to give the full render, without any missing shadows or reflections. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes#Layers

So, is there no way to completely hide an object or lamp from rendering while at the same time leaving it visible in the viewport?

So, is there no way to *completely* hide an object or lamp from rendering while at the same time leaving it visible in the viewport?

In the 3D view header, on the right of the layer buttons there is a button to decouple the 3D view layers from the scene layers.

In the 3D view header, on the right of the layer buttons there is a button to decouple the 3D view layers from the scene layers.

Thanks, that appears to do the trick.

Thanks, that appears to do the trick.
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Reference: blender/blender#37723
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