edit: I’m using cycles
I have two emission planes in my scene, a mirror, and a couple windows (trans/gloss). I currently have the ‘camera’ ray visibility turned off on the emitters, but they still show up in the reflection of the windows and mirrors due to their gloss.
What I’m wondering is if there’s a way to have it so the windows/mirror don’t pick up the glossy rays from the emitters, while everything else in the scene still does. I can’t just disable the glossy ray visibility on the emitters because lots of objects in the scene need it to display properly.
You may want to swap your mesh based emissions objects for area lamps. The area lamps do not show up as geometry but still emit light. This is one reason why Cycles is better than Lux or Mitsuba. Cycles supports this “fantasy” style lighting where Lux and Mitsuba developers are so rigid in their thinking that they do not allow this even when it is requested by end user and quite possible to code.
Yeah I had tried that but I don’t like the look of that type of lighting, it doesn’t have the same effect. So I guess there’s no way to do it the way I want to, aw shucks
Just turn off the glossy in the ray visibility section.
I take it you didn’t read my post? Lol.
“I can’t just disable the glossy ray visibility on the emitters because lots of objects in the scene need it to display properly.”