Is it me or is it impossible to hide a light emitting material now?
I used to turn their opacity to 0% but now the light emission is bound to the opacity ;/
Any way to get rid of that restriction ?
BTW t_3, impressive work on the new version. Much more stable, easy to fix things or get materials/textures sorted. Nice job !
Light Emitting Materials
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I use the hide button in the DS scene tab (the little eye icon) if it helps
(Though i guess that wouldn't work if the light is part of a larger object)
(Though i guess that wouldn't work if the light is part of a larger object)
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afaik - and from a short test - it work as usual; means light is still emitted, even when the main material opacity is set to zero. it will create much less reflections when hidden, but apart from that the amount of lighting from the emitter is the same...joelegecko wrote:Is it me or is it impossible to hide a light emitting material now?
I used to turn their opacity to 0% but now the light emission is bound to the opacity ;/
Any way to get rid of that restriction ?
thanks... still lots of work to dojoelegecko wrote:BTW t_3, impressive work on the new version. Much more stable, easy to fix things or get materials/textures sorted. Nice job !

„The obvious is that which is never seen until someone expresses it simply ‟
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- joelegecko
- Posts: 57
- Joined: Mon Jan 18, 2010 3:57 am
Looks like it is worknig indeed. Tough I could swear it wasn't at some point with the new updated plugin ( had to hide light emitters behind other geometry )...
Well, back to business then
But the hide_mesh option in Studio always turned down the illumination for me ( still does ). Maybe it's because I'm using Studio generated primitives as emitters...
Thanks guys !
Well, back to business then

But the hide_mesh option in Studio always turned down the illumination for me ( still does ). Maybe it's because I'm using Studio generated primitives as emitters...
Thanks guys !
just turning down opacity might cause artifacts when surfaces overlap, and depending on the material structure it could still need some resources to render, so hide in ds does in fact replace the material of a hidden surface by a "null" material in octane...joelegecko wrote:But the hide_mesh option in Studio always turned down the illumination for me ( still does ). Maybe it's because I'm using Studio generated primitives as emitters...
Thanks guys !
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400