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First, you will find the visibility flags and some other common attributes of all the objects:
Parameter | Functionality |
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Hide | Hides the object in the render. It won’t be computed at all and it won’t contribute to the light solution in any way. |
The object won’t be directly visible in the camera, but it will be computed and it will contribute to the light solution, producing shadows and blocking the light. The object will be visible in the reflections and through the refractions of other objects. | |
The object won’t block other objects shadows in the Shadow channel. For this to work, it is important that the object is not a shadow catcher (its material doesn’t have the shadow option active). Check this link for more information. | |
The object will be visible for the camera, but it won’t cast shadows or generate caustics. The look of the object will be normal and, if it’s transparent, it will refract the objects behind it correctly, however, the light will go through it like if there were no object. This can be a quick solution for water surfaces or glass objects were caustics or shadows are not important. | |
Hide from Refl./Refr. (Reflections and Refractions) | The object will be visible to the camera but won’t be seen in the reflections of other objects or through refractive ones. It will contribute to the light solution. |
The object won’t be affected by the Z-clip planes of the camera and will remain uncut. | |
Opacity (%) | This parameter will lower the opacity of the object globally. This is a vanishing effect more than proper transparency. |
This is the color of the object in the Object ID channel. | |
These options replace the object with one of the boolean objects that cut the geometry in the scene at render time. The light solution is not affected, but the geometry that is cut away is hidden to the camera, so you can see through it. Check here for more information. |
Info |
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WORK IN PROGRESS |