Issue with renders
ArathSin
Posts: 10
More info here including links to example images: https://old.reddit.com/r/Daz3D/comments/qqergb/shader_issue_unable_to_solve/?
Basically last night I was doing some renders, and all of a sudden, my results just went really, really whack.
I've tried 3 NVidia driver clean installs of 496.69, 472.13, and 472.39 (Studio Drivers).
I've tried CPU only rendering, swapping out the 3090 for a 1080TI I had in the closet, all have the same issue.
I've done a fresh install of Windows 10 (reformatted the C drive), re-installed Daz. I've tried moving my Daz 3D Library and re-downloading files from DIM, same issue.
Anyone seen this before? Could it be CPU/Ram/Motherboard?
Comments
System Information:
The guy's skullcap being black implies there's an issues with transparencies. What are their coordinates in world-space? If they're too far from 0,0,0, the transparencies start to bug out.
I've also seen similar things to the girl's skin when I accidentally applied a geoshell material to the figure instead of the geoshell.
It might also be an issue with backface culling. Try changing the backface culling in the options menu.
Do you still get these errors with a fresh scene?
Not in my experience. I've got a set of islands where I can put characters 700k from 0 and still render fine.
I did some more testing, and the problem seems to be with the "iRadiance - HDR Mesh Lights Volume 2 for IRay" package in conjunction with the latest Daz Beta (4.15.1.91).
If I just load a Gen8 figure and a light prop, it's incredibly washed out. Here's the same scene in both 4.15.0.30 and 4.5.1.91:
I use it quite a bit, so it might be the reason for a lot of the issues I was seeing in old scenes. If it's not the asset itself, then it's something with lighting in the latest beta.
You must be toggling Instance Optimization to "Memory" then. That will recenter your camera at world origin and avoid the transparency/subsurface scattering problems. Though I doubt they're rendering fine, since changing Instance Optimization doesn't fix the displacement map issues that distort your mesh when it's so far from the origin.
These characters are 22k,5k,-26k from origin, and it looks 'fine' to me (other than her expression, no idea what I was thinking there).
I don't think it would explain whatever is going on in the first picture, but in the second example it looks like you have tone mapping turned off. The first picture looks like what other people are suggesting. There is deffinitely a different version of Iray in the newer verdsions of DAZ, and a few things are a bit different.
This is what characters look like at those coordinates if you have Instance Optimization set to either "Speed" or "Auto".
And this is what characters look like with the X Position bumped up to 220,000. Notice how the skullcap is cutting chunks out of the figure's head, just like your first picture.
I'm guessing whatever island product you're using enables instances automatically (by setting it to "Memory"), so they can populate it with grass and trees without destroying your RAM, but the beta has issues with the instancing system.
As a general practice, I always move my set around and leave the figures near center, as much as possible.