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Nope, my trace distance is fire-and-forget :)
Light categories are for "oldschool" lights, not path-traced - and the only "oldschool" light I'm using is my HDR/GI envlight. It's set as "ambient" but in practice it only matters for the strand hair shader - which does all its tracing itself, HDR map included, so it disregards the "ambient" lights.
Categories will also matter for "cheat-y" shaders like oldschool volumes, but you do realise that these are more feasible to render separately these days anyway, since they can't see path-traced lights (efficiently enough) and so need to have the light setup recreated from "oldschool" lights specifically for them.
So there's a slight chance of having some time (and physical strength) to mess around with DS over the next several days - which may mean finishing the Haunted Mansion conversion... or not. I'm honestly not happy with just about everything right now. Let alone the fact that I have again been demonstrated that I am incompatible with people. Every self-help source out there says that being frank and open is key to making friends. Well, just doesn't work in my case. The more truth I'm telling, the more people tend to disappear.
Oh well.
Six Feet Under, known as Atone SFU in your content library... Basically an awesome grave model - in theory. But in practice, its normals are all over the place. It looks suspicious even in the OpenGL view, and once you render it with contemporary shaders, all the issues rear their ugly heads. Even with all the hacks dedicated to "fixing" bad normals. It might look "perfect" in Iray, but then I kinda doubt it.
Using high levels of bilinear subdivision makes the downright black patches mostly go away (the affected polys shrink, duh), but you'll get other artefacts.
I actually have remeshed it in Blender and put together a new texture set in Substance Painter... but haven't gotten around to rendering it yet. It's very different.