#yo yo yo

1 messages · Page 1 of 1 (latest)

serene bough
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In this image I would not say the light is "transmitted"

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It's ignored by the light's shadow as if it was not there

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"Transmission" in rendering terms implies (in raster rendering context) that a surface can be illuminated by a light that's behind it

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Or in ray/path tracing context that the light ray passes through a surface and illuminates a different surface behind it

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But that only can happen if you're doing ray simulation

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But you have not specified which type of light rendering you are using here

serene bough
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Mixed and baked lightmaps?

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Mixed lights are partially realtime, partially baked either via lightmaps or probes

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In addition to that you could be using RTX but I'm assuming not?

karmic kiln
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i didnt bake in the image there

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I dont use rtx

serene bough
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Mixed lights when not baked are same as Realtime
"Baked" lights are also rendered as Realtime until baked

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So this is 'ordinary' realtime raster rendering

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Another term I'm still confused about is what you mean when you say something "affects a normal map"

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Normal maps generally aren't "affected" by anything, inversely they affect incoming light

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That light in your case can only come from light sources directly, or from cubemaps of a reflection probe, or from screen space reflections but I also would assume you're not using SSR

karmic kiln
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i baked the light and got the same result as in real time light
yes, when i turn the light on it also illuminates the "opaque" surfaces of the object even though there is a shadow but the entire object is transparent
maybe that's why it transmits light completely

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sorry i had a few things to do so i couldnt reply

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the light affects the normal map on the back surface to a small extent i can think of some very crazy solutions to increase the effect of this

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i just wanted to know if there was a right way to do this

serene bough
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Yes, actual refractive or transmissive materials as I mentioned as the very first thing

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I don't know why it seems you are avoiding them as the solution

karmic kiln
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if I apply a harder normal map with a different material behind the object, the problem will most likely be solved (of course i need to adjust the opacity accordingly) frankly i did not want to deal with this and it seems to me that this is not the right thing to do

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it seems like there is no other solution