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This was Mark's suggestion for a quick solution.
The effect light radiance is set to the replacement material's albedo color.
If the material has no replacements, no light will be created
![resim](https://private-user-images.githubusercontent.com/84380947/305670318-468cb4ed-96ba-4345-af8c-282a39ee6a51.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MzkzNzU2MzcsIm5iZiI6MTczOTM3NTMzNywicGF0aCI6Ii84NDM4MDk0Ny8zMDU2NzAzMTgtNDY4Y2I0ZWQtOTZiYS00MzQ1LWFmOGMtMjgyYTM5ZWU2YTUxLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNTAyMTIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjUwMjEyVDE1NDg1N1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPWZmMTQ1MmE0NmI0NjhjN2M2ZWZkMzgwNWFjNDJiYzk5NzgzMDM3MDdmNzAwN2YyMmQ0NTE0ODFkNWFiYTBmNmImWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0In0.Ae3JU8bjSZ7Hernbafxo4a7W5OsohIRbsAe8CEYfwgo)
The replacement opacity material still has the albedo color set close to 1 by default, while it is red for translucents -for some reason-?
![resim](https://private-user-images.githubusercontent.com/84380947/305670361-cba02246-be93-4cc6-827d-54d82c16eb73.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MzkzNzU2MzcsIm5iZiI6MTczOTM3NTMzNywicGF0aCI6Ii84NDM4MDk0Ny8zMDU2NzAzNjEtY2JhMDIyNDYtYmU5My00Y2M2LTgyN2QtNTRkODJjMTZlYjczLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNTAyMTIlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjUwMjEyVDE1NDg1N1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPWM2MTQ0NDQzNzFkYTAwYWE5Njk2YjVlNDBkNTQ0YTkyYTRhMGU5NjQ1Yzk4NWYzZDY3MTY0NmRiYjdhNjY2YmUmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0In0.MCPrlPU8mIGj-UDfbA0a4X9I_EXy7qsJTsJYuVhxuFo)
This is especially useful since we use effect lights for things without stable anchors like muzzle flashes or projectiles which the white light is really limiting and doesn't make much sense.
The portal plasma ball (
rtx.effectLightPlasmaBall = True
) is unaffected.