You can disable GI with a rayswitcher map and typically your original feed and a black/0,0,0 feed you source into this utility map and either sends something through or "nothing" = black. Camera, shadows, reflections, diffuse, volume etc.
I don't understand what is " original feed ", " feed " doens't have in document.
* Example there are 2 volume objects. What I want is :
- Object 1 : set raydepth = 0, but still cast shadow to object 2
- Obects 2 : set raydepth = 5
Inn material of object 1, I connect standard_volume to ray_switch_shader, but it's not work like I want. Please explain for clearly... Thanks.
I don't understand what is " original feed ", " feed " doens't have in document.
* Example there are 2 volume objects. What I want is :
- Object 1 : set raydepth = 0, but still cast shadow to object 2
- Obects 2 : set raydepth = 5
In material of object 1, I connect standard_volume to ray_switch_shader, but it's not work like I want. Please explain mor clearly... Thanks.
So if I read what you write now, correctly.
You want to just leave the shadows from a secondary volume.
Volume material into a raymswitch shadow slot, and assign the ray switch material to the secondary object.
Yes but No.... 😞 . I mean that the important thing I want to set different raydepths for different objects. Example raydepth = 0 for 1st object and raydepth = 5 for 2nd object. BeCause I don't want Color of 1st objects affect to 2nd objects ( I only want to cast shadow of 1st object to 2nd object , not GI, not color of scatter bounce )
Yes but No.... 😞 . I mean that the important thing I want to IS set different raydepths for different objects. Example raydepth = 0 for 1st object and raydepth = 5 for 2nd object. BeCause I don't want Color of 1st objects affect to 2nd objects ( I only want to cast shadow of 1st object to 2nd object , not GI, not color of scatter bounce )