

- #GHOST BROWSER OLD VERSIONS UPDATE#
- #GHOST BROWSER OLD VERSIONS UPGRADE#
- #GHOST BROWSER OLD VERSIONS PLUS#
#GHOST BROWSER OLD VERSIONS UPGRADE#
If you upgrade to 4.20 then your old scenes using ghost lights will be broken regardless of whether or not there is an older version of the product still in the store. This keeps older versions of DAZ and scenes working as is (many still work with older DAZ versions in production) and I really don't mind buying a new set for a new version when / if I switch. It's a bit tricky to know what the correct course is at the moment. So the older builds will stay in your catalogues unchanged, and you can have the never builds on hand should you want them. I've learned a lot in the past six years since the original ghost light set so i could probably just scratch make a new set and give a 90% discount to the original owners so people can pick up the new versions for around a dollar. What happens if I open an Old Scene- built using the old lights? Maybe then, just release them as a new(er) product.Īnd have them say, the originals work in Daz.XXX and this new Ghost Lights 2.0 is for Daz new release DAZ.XXXX and above. The only issue would be people adding new ghost lights to scenes using older DS versions. I am pretty sure that unless you have changed the geometry of your props in some way (unlikely), then a new version would not break any existing scenes. Once a ghost light is added and tweaked it has no reliance on the existence of anything other than the data defintions of the props in your sets, the properties would not change because those props have changed.
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#GHOST BROWSER OLD VERSIONS UPDATE#
Ultimately i'm either going to have to leave the legacy builds in peoples catalogues and develop new sets at a steep discount for older customers, or just update the old sets and risk breaking old saves etc.Įxisting ghost lights will just be props with particular emissive values set via their surface properties stored in the scene file.
#GHOST BROWSER OLD VERSIONS PLUS#
Plus some of my IGL sets use black maps instead of cutout values, so scripting something universal would get a bit messy. Its a good concept, but I think the problem i'm going to run into is getting something QA'd for older builds, they don't generally allow for that. I doubt it would render exactly the same as 4.15 and earlier, but it should be pretty close. 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.
