How to hide an Emissive mesh but have it still contribute to lghtmap and reflections

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:bust_in_silhouette: Asked By wickedinsignia

I have a room lit with a single long window. Directly outside this window is a plane with an emissive material applied. Since a reflectivity node cannot be set to “inside” and still receive sky contribution, I am using this to act as the reflection and lighting that would usually be coming from the sky.

I want this emissive plane to be invisible so the player may see the sky outside the window. Is it possible to hide an emissive mesh while still allowing it to contribute to the reflections in the room and the lightmap baking?
Most likely a tickbox somewhere in the interface I’m missing?

:bust_in_silhouette: Reply From: klaas

when your refelction maps and lightmaps are static you can easyly hide those objects on startup by stuffing them all in a node and hide it by script on “_ready”.

Hi! Thanks for the answer.
Is there an interface-level tickbox that would do the same thing? It would be nice to see this in the editor rather than just at runtime.
Also, could you provide the script commands that would actually allow this? There isn’t any documentation on how to hide objects with the _ready() command.

wickedinsignia | 2021-07-10 23:37