4.20 lighting changes, is there a way to revert it back?
Im probably late to the party on this one but I recently updated Daz and I noticed that the lighting I was using no longer works.
It was weird, the more opacity something had it would give less light.
Googled around and found out its a bug or something to do with the 4.20 update. Small relief it wasnt just me.
Found one guys solution which was to blast up the lum to near max, which does work but is kinda unwieldy.
Is there a simple way to revert the light changes back? I have a lot of scenes set up and I dont want to have to fiddle with all their settings again just to make it look like it did before.
Or maybe I should use some other method of lighting?
Suggestions?
Thanks!
Comments
Technically, it wasn't a bug in the update, but a bug fix. Unfortunately, a lot of people including you had been taking advantage of the bug to get a desired effect without realizing it was a bug.
Do you know any way to emulate the same effect?
I dont get how this is a bug fix, its not like Daz is a video game where players are circumventing a challenge. Surly Daz has something similar then?
It was a bug because it isn't physically accurate, which is why Nvidia changed the behavior in Iray. Daz had nothing to do with the change.
There have been several threads in the forums since this issue regarding ghost Lights (mesh lights) arose earlier this Spring. One such thread is Problems lighting with emissives recently (https://www.daz3d.com/forums/discussion/575741/problems-lighting-with-emissives-recently#latest) in which I posted:
Some vendors are updating their ghost light product to incorporate this rendering change. Of course, if the scenes that you need to work with use your own ghost lights or ghost lights from vevndors who aren't updating their product, then this won't help you. To my limited knowledge, the only way to revert this back is to use a version of Daz Studio prior to 4.20.
I'd had the same problem with emissive planes where cutout opacity is .00010. In V4.20 cutout acts as a sort of redundent efficiacy setting. Another dimmer switch so to speak.
Anyway, was holping someone had a ratio. Will give it a try. Thanks.
This is a case of inverse variation between two quantities. As one quantity increases (or decreases), the other quantity decreases (or increases). They change in opposite directions.
Another way to write an inverse variation is as a product:
So,
The default opacity of an object is 1 and, unless one changes its parameters, has a range from 0 to 1. The default luminance of an object is 1500 cd/m^2 until one changes it. So one’s starting position with a ghost light is
(Opacity)( Luminance) = K
(1)(1500) = K
1500 = K.
Thus, to make the change into a ghost light, if you set Opacity to 0.0001 (one ten-thousandth of its initial value), then
Luminance = K/Opacity
Luminance = 1500/(0.0001)
Luminance = 15,000,000 (ten thousand times the original value).
That looks insane but I'll try it!
Thanks for reply. :)
That looks insane but I'll try it!
Thanks for reply. :)
It's easier than it looks. If you divide the opacity value (decrease) by X, then muliply the luminance value (increase) by X.
Joe
(Retired MathGuy)
No problem. Since I retired, need to shake the rust off math skills. 15 million had me thinking of emergency landing lights at the airport or something. Crazy but 3D is still a fun hobby.
I made a video on this ..