Problems lighting with emissives recently

Hey, I've a problem I hope someone on here can help me with. I used to be able to create some very basic, but decent enough looking lighting by using two or three emissive planes. The trick to this was that you could set the cutout opacity to some ridiculously low number (0.0000001), yet the emissive would not lose any of its lighting power.

I only just recently upgraded to Daz 4.20 and am not able to do this any longer. The cutout opacity is now "tied" to the emission level: if I set it that low, the light simply disappears. I'm fairly confident that this started happening shortly after I updated my software (I believe it was 4.15 before).

Am I having some sort of brainfart and there is a super easy explanation? Such a seemingly easy thing to do, but it has me completely stumped. Thanks for any help.

Comments

  • Catherine3678abCatherine3678ab Posts: 8,387

    In my paraphrased edition of how things go: nVidia fixed the boo-boo and we can no longer take advantage of it using emissions like we used to. I didn't upgrade D/S for this reason.

    If I recall the suggestions correctly, try making the mesh more visible and upping the light a lot.

    There are some other ideas scattered throughout the forums that may or not be of more help.

  • fred9803 said:

    Some light reading

    https://www.daz3d.com/forums/discussion/548061/iray-ghost-light-fix-dse-for-daz-studio-4-20-o-later#latest

    Thanks for the link. Sadly doesn't seem to work any longer -  I managed to do everything using the guide, the two options showed up too, but then nothing. Light doesn't work afterwards.

  • Catherine3678ab said:

    In my paraphrased edition of how things go: nVidia fixed the boo-boo and we can no longer take advantage of it using emissions like we used to. I didn't upgrade D/S for this reason.

    If I recall the suggestions correctly, try making the mesh more visible and upping the light a lot.

    There are some other ideas scattered throughout the forums that may or not be of more help.

    Thanks for the help! Is there any way to go back to an older version of Daz? Honestly don't care how outdated it is.

    I'm not sure what you mean by making the mesh more visible, or how to do that. Could you give me some pointers?

  • jjoynerjjoyner Posts: 635

    Anonymous111 said:

    Catherine3678ab said:

    In my paraphrased edition of how things go: nVidia fixed the boo-boo and we can no longer take advantage of it using emissions like we used to. I didn't upgrade D/S for this reason.

    If I recall the suggestions correctly, try making the mesh more visible and upping the light a lot.

    There are some other ideas scattered throughout the forums that may or not be of more help.

    Thanks for the help! Is there any way to go back to an older version of Daz? Honestly don't care how outdated it is.

    I'm not sure what you mean by making the mesh more visible, or how to do that. Could you give me some pointers?

    The Nvidia change that affected how ghost lights work caught almost everyone by surprise a few months ago.  I was using version 4.15 at that time so it did not affect me.  I'm a retired hobbyist.  However, I took the plunge a month or so after the issue arose and upgraded to version 4.20.  I played around with the "new" ghosting lighting methodology and used a ghost light in a scene last week with no problem. Basically, by whatever factor you divide the opacity by, you have to multiply to luminence by the same factor.  For example, if the ghost light opacity is initially 1 and its luminence value is 1500, and you divide the opacity by a factor of 1,000,000 (making the opacity 0.000001), then you have to multiply the luminence by the same factor of 1,000,000 (making the luminence 1500000000.

     

  • Catherine3678abCatherine3678ab Posts: 8,387

    jjoyner said:

    Anonymous111 said:

    Catherine3678ab said:

    In my paraphrased edition of how things go: nVidia fixed the boo-boo and we can no longer take advantage of it using emissions like we used to. I didn't upgrade D/S for this reason.

    If I recall the suggestions correctly, try making the mesh more visible and upping the light a lot.

    There are some other ideas scattered throughout the forums that may or not be of more help.

    Thanks for the help! Is there any way to go back to an older version of Daz? Honestly don't care how outdated it is.

    I'm not sure what you mean by making the mesh more visible, or how to do that. Could you give me some pointers?

    The Nvidia change that affected how ghost lights work caught almost everyone by surprise a few months ago.  I was using version 4.15 at that time so it did not affect me.  I'm a retired hobbyist.  However, I took the plunge a month or so after the issue arose and upgraded to version 4.20.  I played around with the "new" ghosting lighting methodology and used a ghost light in a scene last week with no problem. Basically, by whatever factor you divide the opacity by, you have to multiply to luminence by the same factor.  For example, if the ghost light opacity is initially 1 and its luminence value is 1500, and you divide the opacity by a factor of 1,000,000 (making the opacity 0.000001), then you have to multiply the luminence by the same factor of 1,000,000 (making the luminence 1500000000.

     

    Thank you :-) 

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