esper8 opened this issue on Dec 23, 2022 ยท 8 posts
esper8 posted Fri, 23 December 2022 at 8:53 AM
Ghost Lights are back in the new Beta 4.21.1.26.
Instructions:
https://www.daz3d.com/forums/discussion/609556/creating-a-ghost-light-daz-studio-4-21-1-25%C2%A0
esper8 posted Fri, 23 December 2022 at 10:02 AM
Working link:
https://www.daz3d.com/forums/discussion/609556/creating-a-ghost-light-daz-studio-4-21-1-25%C2%A0
Cobbler3D posted Mon, 26 December 2022 at 3:11 AM
Oh hell yeah!
Thing is, I changed all my ghost light light luminosity values to be one million times higher to get the same effect after the last update and now I will have to change them back when the ghost lights in beta become live... oh well...
RHaseltine posted Mon, 26 December 2022 at 2:39 PM
The existing lights won't change, for good or ill, due to the new system. It is using a totally different approach.
esper8 posted Mon, 26 December 2022 at 9:20 PM
As Richard has said, there is a different way to to get them to work, you'll need to read the forum page and download the scripts at the link I posted. Of course you can carry on with huge luminence values if you so wish.
Cobbler3D posted Tue, 27 December 2022 at 10:09 AM
I'll just go with my gigantic luminance values for now
prophet2002 posted Thu, 29 December 2022 at 6:11 AM
This guy has written about it:
https://levicki.net/articles/2022/12/25/Ghostlight_support_in_Daz_Studio_421126_and_above.php
He has also written a script (it's in the Downloads section) to turn a simple geometry node (i.e. a 2D plane, etc) or an existing render emitter (i.e. built-in light source) into a ghostlight with one click.
Bear in mind that the ghostlight functionality is experimental (read: buggy) at the moment so any weirdness should not be blamed on the script which works just fine but on the Daz Studio and Iray.
prophet2002 posted Thu, 29 December 2022 at 7:32 AM
Cobbler3D posted at 3:11 AM Mon, 26 December 2022 - #4452512
Thing is, your current ghostlights never worked as they did before you had to up the luminosity -- they were visible on glossy / reflective surfaces (mirrors, etc) because of the change in Iray.Oh hell yeah!
Thing is, I changed all my ghost light light luminosity values to be one million times higher to get the same effect after the last update and now I will have to change them back when the ghost lights in beta become live... oh well...
With this latest Iray change they can again be fully invisible without using opacity trick at all, and without having to use insane luminosity values. You can even have them be visible on some glossy surfaces but not on others (Ghost Light Factor property can be set on both light emitting and receiving surfaces).