I want to keep 4.15, how do I install 4.20 beta ? (aka ghost lights for diffeo)
Padone
Posts: 3,688
I mean the default resources for 4.20 are different but I can't overwrite because I want to keep 4.15.
Do I have to use a different content folder for 4.20 beta ? If so I can't share the 4.15 content and that would be quite a mess to handle.
Or I can manage a separate content folder just for the default resources. But that sounds ridiculous.
So I hope I miss something here ? Thank you.
edit. Unless the default resources for 4.20 are back compatible with 4.15 so I can overwrite that would be the easy way.
Post edited by Padone on
Comments
There is at least one change in Genesis 8 Starter Essentials that will have an imapct on 4.15, to the tear materials for the eyes. Yes, having a separate content directory and database would be the way to go, with each having its own Default Resources - everything else could be in a single shared.
Thank you Richard for the fast reply. I just hoped I could share/overwrite the default resources but now I understand it is not possible.
I noticed that in the beta distribution there's the IM00012000-45_PublicBetaContent1DS.zip, it seems to create a "Beta Content" folder. Do you happen to know what this is for ?
Also, is still the script by @jag11 the only way to activate the "iray visible to primary rays" property ? I tried the official "create advanced iray node properties" in the beta but it doesn't work, only creates the "enable iray matte" property. Plus the script by jag11 only works for emissive surfaces so I would prefer a way to do it myself.
I remember there were instructions to do this without the script, probably by jag11 as well, but can't find them.
p.s. I'm working to support both the ghost light "bug" and the new 4.20 iray properties into diffeomorphic for import in blender.
update.
Ghost lights are now implemented in diffeomorphic. All the pre 4.20 scenes are supported.
Please note that 4.20, despite the new iray features, can't mimic ghost lights as they were before. That is, the new effects are not the same and may not work as desired. Also the script by @jag11 will not work the same, you need to apply it then adjust the surface material to try to mimic the old ghost light that's not always possible.
Specifically, to mimic the old ghost lights, one needs to hide the camera and shadow and reflection rays from emission, but not from the opacity map. This 4.20 can't do.
https://bitbucket.org/Diffeomorphic/import_daz/issues/974/ghost-lights