![]() This would allow people to adjust the ghost lights of existing scenes to be compatible with 4.20. KA, if you know anything about scripting you might want to include a script that multiples the luminence of a selected ghost light by 1 divided by the opacity value (eg 0.01 means multiply by 100). If you have questions, post them below and i'll keep looking in. I'll also get around to updating the tutorial thread with all of the different lighting methods in plain english so everyone's catered for. You do get a nice glossy effect though, and they work really well with the new VDBs.Īnyway, i just wanted to post an update to make sure my IGLK customers know that i'm working on updates as quickly as i can. I actually really like this method, but a downside of its usage is that you'll still see the light mesh in reflections, and i'm not entirely sure there's a workaround to this. You've probably seen this in other threads, there's even a super handy script by Jag11 here. With this in mind, it won't be a huge upheaval to make older IGL kits work normally again, you'll just have to bare with me while i get them all back through QA.Īnother methodology that has arisen because of this iray update, it matte lighting. ![]() You can achieve this by using a cutout opacity of 0.0000001 and a luminanace value of 1000000000.0. Here's an ON/OFF comparison in the newest build, using the traditional low opacity ghost lights. I'm going to temporarily take down all of my ghost light sets and update them asap, and they will function exactly as they have done previously, unless i uncover any nasty gremlins. ![]() A few people have reached out to see what's going on with ghost lights going forward, so i thought i'd throw up a quick thread to explain where i'm going with it.
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