Sci fi Living quarters and Iray
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in New Users
Has anyone noticed problems with this, in particular the fb_SFLQower section? It renders all blocky in Iray with invisible sections and odd triangles.
Is there a way to fix this?
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Screenie....worth 10,000 words...
I would, unfortunately I'm not home. I'll get one up as soon as I can.
*edit*
I see you've inflated the price ;)
ok, here's a quick render.
I loaded the SFLQ with no lights, added a camera with headlamp (so we could see) and set ISO to 350
Notice what should be vent-like texture directly under the window and table.
selecting the surface and applying the Iray shader doesn't help at all.
looks like a tiling issue
I know Octane has them too with 3Delight shaders using tiling
So I just need to adjust the tiling until I find the right setting?
I kept getting random tiling issues when applying the iRay Uber Base to certain items (or Ctrl applying an iRay shader!) took me AGES to figure out I just had to readjust the tile settings in the surfaces panel to fix it - maybe this is a similar issue @kaotkbliss ?
That is quite probable as the tiling settings are not always the same variable names (the default DS and AoA shaders I think use the same names, but the UberSurface names aren't...or something like that). And if the variables don't have the same name, they won't be transferred to the new shader.
So even though I just simply loaded and rendered the SFLQ without messing with the shaders, it could still be the way Iray reads the tiles?
Well, I've finally been able to do some testing real quick and I'm scared it may be a geometry thing? I've changed the horizontal and verticle tiles yet the affected area has not changed, you can see the odd rectagles the same size and the same place, just with the image over those area changed.
If you don't convert the shaders, then they'll be automatically converted when the render starts. This has the disadvantage of removing all control over what actually happens — it doesn't do much good to adjust the original 3Delight parameters, because you can't see what the auto-conversion is doing to them. This includes any hiccups in reading the original tiling values.
Even if you only run the Iray Uber Base over everything then immediately do a test render, that leaves the new Iray parameters exposed in the Surfaces Tab so you can do manual changes and run another test render.
Ok, I'll try messing with the tiling after applying the Iray shader. Crossing my fingers!
Well, I applied the Iray surface and messed with the settings but nothing changed. It still looks just like the images above. I guess for now I will have to replace that piece with a primitive plane with that texture used.
*edit*
ok, I'm thuroughly confused. I deleted the object, created a primitive plane and placed it where the object was, put the texture on it (even converted it to Iray shader) and the plane is showing up untextured!
Well, not untextured, more like Iray is ignoring the tiling settings so it's only showing the top half of the texture image which is just a solid color.
well interestingly it gave me a lot of grief in Carrara too as every single mesh model, and there were many of them, had to have the wrapping unchecked in the UV tab of the vertex room for the maps to apply correctly.
So definately some oddness that 3Delight ignores but nothing else does
Poser proceedurals probably do too as I used the Poser one.
I guess many pre-iray models are going to display issues that did not matter so much before
in Carrara I am sort of used to these things but now DAZ users are joining my world
mwhaaahaahhhhaaa
Yes one would think but some procedurals override UV mapping
I am not sure if this may be what's happening to you but here is something to consider.
I was using the SuperCape, starting with 3DL back a while ago, and I made my own UV map for it... basically I took the existing one, which was 2000x2000, and modded it to put stars and stripes on it. It looked great close-up in 3DL. But this SAME map in Iray looked all blocky and bitmappy. I had to increase the res to 8000x8000 to get the lines to become smooth and, for lack of a better term, anti-aliased again. Note, all I did was increase the image size -- I didn't have to re-draw the whole thing (thank goodness).
So one thing you might be able to try is take the jpg UV map image into a photo editor and just make it a lot bigger. See if that helps.
So here's a little update.
I was playing with a new scene using the living quarters and this time I decided that since things bungled after applying the iray base to the building, I would leave it alone.
Firstly, there was no tiling issues, but at certain angles parts of it were invisible and straight on the whole section was invisible!
So just on a wim, I scaled it to -100% x and no more issues (other than it was now concaving the wrong way)