After having gone trough many different possible solutions, I landed on the idea to add split support for object transparency (aka opacity in BlendLuxCore) for front and back faces. Before it was possible to define only a single type of transparency.
The properties are:
Code: Select all
scene.materials.<material name>.transparency.back = 0 0 0 scene.materials.<material name>.transparency.front = 1 1 1
How this is related to light invisible objects ? Because you can set an object to have full transparent back faces and full opaque front faces. This is a sphere with a spot light inside:
And this achieves the result of having "light invisible" object while working in all cases (i.e. Path, BiDir, PhotonGI, etc.).
This new feature can also be used for a lot more and/or in some creative way, for instance, this is a sphere with a checkered texture back face transparency: