Confused! - me, camera or set?
My slow build up of a scene has stumbled to a halt when I churned out a test render ... I am getting 'bright lines' which look like it's light coming through the geometry: either through windows or, perhaps, 'gaps'. I 'zoomed about' with a camera to investigate and nothing obvious jumped out at me. I did a copy/paste of camera attributes to get two cameras positioned the same: I was using an AoA EasyVolume camera. So I now have an EZ Cam and a DAZ standard cam set up the same (in terms on X, Y and Z position, rotation, DoF, etc.).
Test spot renders just confused me more. As I expected the spot render with the AoA camera showed the lines. The one with the standard camera didn't. Then I added a plane to act as a light block and re-did the spot render with the AoA camera and ... the white lines go.
I can understand light leakage - but not when it comes and goes depending on the type of camera used!
The set used is Persian Palace 3
Can someone explain?
Comments
The AoA Volume Camera is using a Light based Shader (Volume) So any spill light is going to effect the Fog/Dust as it scatters in the volume. A standard camera will not show the Light scatter as it has no volume to catch the light not seen from the camera's position.
I sort of follow you, but 'spill light'?
do those joins correspond to where Jack butted to mesh up against each other, modular as I get this with other sets made the same way when using AOA and Uber Enviro 2 on IDL The way I combat this situation is to place black planes behind the effected areas. If it is a set with no windows I use a cube. Just like what you did. ;)
They are near to such places, but (from memory) they are the 'inner' surface of a recess/lintel - which is what confuses me: the location has the same material settings as the adjacent surfaces (which do not 'glow' or reflect any light). But a light block positioned stops this happening. And, again, that is a confusing thing - if it IS light bleeding through, why is a normal camera also not affected?
Any amount of light from outside the item that is Spilling in even at a angel that is not seen in render will be caught by the Volume effect. It is the simulated dust in the volume in the area that the light can be seen by the Render engine, maybe not by anything else but the program does not know its not seen its just doing its job, that is diffusing and spreading that Spill of Light in the Volume as it should. Thus the light shows in a volume effect but may not ever be seen by a normal camera or the human eye.
The upshot of this is a teleport to Aslan 1 ... ;)