
SpectreLight D|S

5.0 Stars |2 Ratings


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Item Details
Vendor: | Excessive |
Published: | Apr 09, 2025 |
Download Size: | 153.8 KB |
Software: | Daz Studio |
dForce: | – |
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Favorites: | 13 |
Likes: | 15 |
Views: | 705 |
Item Ratings


5 Stars|Apr 27, 2025
good job

5 Stars|Apr 10, 2025
Thank you for sharing this wonderful work! I am grateful!!
SpectreLight D|S
A simple material based "ghost" light prop with the "Create Advanced Iray Node Properties" script already built into it, enabling the "Iray Visible to Primary Rays" and "Iray Ghost Light Factor" properties - these are not enabled by default on any object. This allows you to place lights anywhere in the scene you want, even directly in camera view, without them actually rendering in the final output. This is a nifty lighting technique and while not realistic at all, it can be very useful to get a sharp edge light or to backlight things like hair that might otherwise not show up very well in a dark background. Rigged with an extra bone to make it work well with the "point at" feature, with a little tweaking of scale values - these can be overriden if you like by tinkering with Parameter Settings.
The default value for the light emissive material is 250 watts, reasonable for a single light, but you probably want to reduce this a lot if more than one light is to be used or if they are to be placed very close to the character, values of 50 or even 20 or lower may be called for. I went with watts for luminance units because that's probably what most users will have some experience with.
Unlike a regular material based light like the one I've released earlier, this feature of exempting an object from Iray primary rays in rendering will also prevent a shroud or softbox from participating in illumination, so I didn't include on here as it doesn't have any effect. The light is one-sided, it's not a simple rectangle, so you can get a sharp shadow terminator/penumbra if you want that, by rotating the light in various ways.
NB: Objects hidden from final Iray render visibility in this way, whether they are emissive or not, will cast a shadow if they are in the path of a light, so take this into account when composing your scene
Please note this isn't really anything you couldn't do pretty easily yourself, it's just a rather big nuisance to make something like this any time you want one. Enjoy!
Update 06/10/25: Somehow this contained an incorrect directory setup since the initial listing and no one reported it, fixed now
The default value for the light emissive material is 250 watts, reasonable for a single light, but you probably want to reduce this a lot if more than one light is to be used or if they are to be placed very close to the character, values of 50 or even 20 or lower may be called for. I went with watts for luminance units because that's probably what most users will have some experience with.
Unlike a regular material based light like the one I've released earlier, this feature of exempting an object from Iray primary rays in rendering will also prevent a shroud or softbox from participating in illumination, so I didn't include on here as it doesn't have any effect. The light is one-sided, it's not a simple rectangle, so you can get a sharp shadow terminator/penumbra if you want that, by rotating the light in various ways.
NB: Objects hidden from final Iray render visibility in this way, whether they are emissive or not, will cast a shadow if they are in the path of a light, so take this into account when composing your scene
Please note this isn't really anything you couldn't do pretty easily yourself, it's just a rather big nuisance to make something like this any time you want one. Enjoy!
Update 06/10/25: Somehow this contained an incorrect directory setup since the initial listing and no one reported it, fixed now
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