outline id and depth missing ?

keraberakerabera Posts: 130
edited September 2016 in Daz Studio Discussion

hello all.

i create a mutant based from genesis 3 female.

i modifie the "torso" zone with hexagon and 3dsmax then merge the new "torso" in a genesis 3 with the utility transfert.

visually its work,i rebuild all the bone,weight etc to have a new complete character.

then i put on it the age of armour shader.

visually it's work.......but in the final render,depending the angle of light and camera,i see a graphic bug at the jonction of "torso" and "arm".there is a visual ton or shadow difference (image 1)

after many search, and comparaison with a genesis 3 default female,i see that my character don't have the 2 options in the torso surface "outline Id color" and "outline depth". (image 2)

i found that we can call them with the script "OutlineMaterialCallback.dsa" found in the daz folder.the 2 new little windows appear but they are "virgin".how to parameter them now ?  for exemple in a genesis 3 the outline id color have the option "bend:hsv" and in my new window i can only call a bitmap. (image 3)

(the other script in the folder "outline" crash when i launch them)

some-one have an idea ?

bug torso01.jpg
1280 x 720 - 350K
bug torso02.jpg
1280 x 720 - 401K
bug torso03.jpg
1280 x 720 - 409K
Post edited by kerabera on

Comments

  • djigneodjigneo Posts: 283

    I think I can shed some light on the "Outline Id color" and "Outline depth" properties. They are properties that are automatically added to surfaces when the renderer switches to Scripted renderer > Outline or Scripted renderer > Outline compositor (ToonyCam Pro). As you mention, the OutlineMaterialCallback.dsa file is what does the adding.

    Non-scripted renderers will not look at nor care about those properties, so I'm confident those are not causing the difference in your render.

  • ok thanks

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