Proxies (new node) can't be light linked i Maya

Hey, when using the new type of proxies that came out some time ago, you can’t light link i maya since it is not seen a geo like the old type of proxy was. It simply does not show up in the light link list. Are you aware of this and any plan to fix it?

Thank you.

I also think they ignore any applied vray object properties.

@Twist Huh, you’re right. I’ve logged the light-linking issue (internal bug-tracker id: VMAYA-11367). For now, use the old proxy.

This seems to work fine on my end. Do you have an example scene?

Here I have some desks with a VOP node switched to Matte Surface with Alpha -1 but you can still see the laptops or anything reflective in the RGB.
If I save out as jpg it’s visible but png is fine.

That’s normal and it happens to non-proxy objects as well. I presume the .png only looks good because the alpha there is applied. You can reduce the Reflection amount to bypass the reflections.

Just to chime in on the VRayProxy + light linking topic - it does show up in the light linking editor, but under the “Initial Shading Group”.
This is because only nodes that are explicitly classified as meshes show up in the light linking editor.
We’ve raised this with Autodesk to see if this can be improved in the future.

Hi. Found this thread useful today…As of today, in Maya 2023.3 Autodesk havnt improved it. But it is where Yolov says, so it does work. yay!

I found a work around for this problem. @yolov I didn’t see it in the docs.

lightLinkCommandDocs

A better way to perform light linking is to make sets of lights and sets of geometry. If you create a set which contains lights (such as the ceiling lights in your scene) and a set which contains geometry (such as the geometry of your character), you can then link the set containing lights with the set containing geometry in order to get those lights to illuminate those pieces of geometry. In addition, you can add and remove lights and geometry from their respective sets without having to make and break light links.

I was able to load the eyes and body as duplicate proxies, set the visibility flags to the inverse of each other, and then apply the links to the set instead of the geometry. Also, of course unlink the `defaultLightSet` from your proxy set.​

Thank you for this workaround!

Now we just need volume and displacement slots in proxy overrides somehow …