About the light reflection.

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  • At Enscape, we follow the paradigm of simulating real world materials and light transport. This is of course not always accurately possible which becomes evident when you look at the cutoff light volumes. But disabling specular for certain lights is a strange modification of reality that would lead to faky looking images very quickly.

    The cutoff light volume which is visible due to the missing part of the reflection however is a topic that we are trying to improve upon.

  • Thank you Thomas.

    But sometimes I will need a large area of lighting.

    When the light that is reflected multiple times is not real, I will need fake light to supplement it. This often happens in indoors without sunlight.

    At this time, my reflective material will show fake light.

    If you want the material to choose whether to render the light will be perfect.

    Thank you very much for your reply.

  • This often happens in indoors without sunlight.

    I think that the idea is that the light shown is the light that would be seen IRL - the exposure and contrast changing rather than adding in fake lighting. (A philosophy I agree with BTW)

    However I do agree with you about the light sources being too visible in reflections and have mentioned it before (Light sources shown in reflections)

  • Thomas Willberger I missed the possibility to disable the reflections too some times.

    (a) For example I tried to setup a train interior. Long indirect lights under the ceiling. If I use emitters, than this emitters are not rendered if they aren't in the near of the camera (render engine optimization?). So I tried thin area lights, but now I got a lot wrong specular effects at the scene, because the specular calculation ignored that the lights was placed behind a covers. In this case only the diffuse lighting would be needed.

    (b) If I render large interior spaces, for example a ware house interior, than I like to use hidden lights to bring light to specific areas. In this cases I don't want to see the specular reflections at the scene objects.

    The "paradigm of simulating real world materials and light transport" sounds good, but we are artists and freedome is the artists friend. Also, Enscape isn't perfect working like the real world and the user need to work against the limitations. In my example (a) I wouldn't need to disable the speculars if Enscape would create them. Or I wouldn't need to use lights, if emitters would work at every place at the scene. So, so long Enscape is limited compared to the real world, so long the user could get more control as at the real world. ;)

  • Thanks Micha, this makes sense. We will see how we can implement that a checkbox for the light settings to disaböe specular.

  • Is there away to just place a rect light without having the annoying target. No a SKP user so it would be awesome to just place it with a point or two diagonal points, then move it around. Then once you have it in place you have the option to active a target. Similar to Vray rect light.

    • Official Post

    Thanks guys I'm forwarding your feedback. At the moment at least there are no further infos I could share regarding this subject though.

  • Tnx Demian. The problem is really apparent on highly reflective wood and stone, of course. The specular reflections are just not nearly accurate enough and end up looking more like blobs than anything in the real world, lol. In Vray/Corona/etc it's pretty common place to disable specular on most interior architecture projects. Product studies are usually the one area when folks still use it, but I rarely see it done with archviz. Just an opinion, of course! Unreal and Unity both have more than one place to disable and/or tightly control specular reflections.

  • The specular reflections for area lights (rectangular, line and sphere) has been significantly improved for 2.7. It's now very close to what you get in offline renderers.

  • Thanks Micha, this makes sense. We will see how we can implement that a checkbox for the light settings to disaböe specular.

    Has there been any serious improvement on this?
    I hear what you say about those lights being "fake" and what the principle behind Enscape approach is. However the reality is that using only the real light sources, interiors are always under-illuminated when the point of view is outdoors. These additional "fake" lights seem to be the only way to make it look realistic. I am working with an interior with large mirrored surfaces. i have added a grid of small rectangular light sources on the ceiling to mimic the interior lighting. Funnily enough, these light sources are not visible where they are, but still they produce a very sharp and neat reflection of their shape (the rectangle). If the reflection behaved as such, what you see when looking at the light source would be the same you see as reflection. That is not the case.
    Thanks in advance!

  • I'd love to know if there has been any movement on this issue? I'm a user that has moved over from V-Ray and in my opinion, it's a serious flaw in otherwise brilliant software. Surely, it can't be a huge issue to add a checkbox to stop the light source appearing in reflections? I can get around it a little when doing stills, but when I'm doing a fly-through it's impossible. In a lot of cases you just have to put light sources where required to make the scene look more realistic and it causes so many issues when the light sources are visible. After reading several posts over the years, I know I'm not the only one struggling with this element.

    I'm a Mac user BTW, so would love this to be implemented across all platforms. The latest updates to the Mac version have made the software ten times better!


  • This thread was started 6 years ago. More than enough time to fix this. Make the emissive material illuminate correctly as it would in real life OR allow us to disable area/rectangle lights in reflections since we have to fake it. PC user. Talk to your Dev. friends in Vray. Make it happen!