Mirrors renders black in Airport Island - Villa Park

juanjoharojuanjoharo Posts: 92
edited November 2016 in Daz Studio Discussion

I've bought the Airport Island - Villa Park model, and i have a problem with mirrors on it... I've merfed another scene with two mirrow and when i do the render, no matter with render engine or shader i choose, the mirror renders black. It seems the relection is there but is almost imposible to see. This tow mirrors works fine in the other scene, Any clue, solution about that?

In other way, is normal that these scene, the Airport Island - Villa Park, takes about 1 hour to just start render? (i have i5 with 8gb ram, 4 gb 960 nvidia)

Thanks

Update: refections is not working on any object

 

 

Post edited by juanjoharo on

Comments

  • BeeMKayBeeMKay Posts: 7,019
    edited November 2016

    Dumb questions first: Are you rendering in iray, or in 3DL? Also, do the mirrors use the iray or 3DL materials?

    Post edited by BeeMKay on
  • Hi... that model uses only iray shaders. I've merged object with normal shaders and render in both render engines, no reflections. Then, i put iray shaders on the mirror and render again in both and no reflections. I've tested many material combinations but no one works... 

  • ToborTobor Posts: 2,300

    Two things usually cause black mirrors in Iray:

    1. The wrong shader. I don't think this is your issue based on your reply, but I include it for the sake of completeness. Be sure you use an Iray shader. These are categorized separately from any of the 3DL shaders. (Also, be sure the shader has been applied by selecting the surface, and looking at the materials in the Surfaces tab. If it doesn't have a MaterialID node near the top, it's no an Iray shader. 

    2. Nothing to reflect. A mirror in the open space of the D|S stage will reflect what's in front of it. Nothing in front of the mirror = nothing to reflect = a black hole where the mirror ought to be. You need something like an HDRi dome image, or some kind of scenery that's behind the camera.

  • Tobor, the scene has a lot of objects in front of the mirror and the shaders was ok, it work in an empty file :) Due to the big time that takes every render i can't do any composition, rendering two times. 

    But I think i've discovered wha's the issue. I merged again the scene but only with two buildings and the ground of the Airport Island - Villa Park and, for now, it reflects. It seems that the heavy load of geometry or shaders causes the fail even the Ds is taking ony 1,5 gb of my 8 gb. I think some models or shaders has a lot os issues with the memory.

    Ah Thanks both of you for the answer :)

  • JD_MortalJD_Mortal Posts: 760
    edited November 2016

    Mirrors only reflect things in front of them, when the camera is also in front of them... Could it be that you are too far to the side, and thus, the angle of reflection is beyond the item you "think" should be rendering? EG, If I stand in front of a mirror, 3' away, and a camera is to my left, it will see the shower to my right, in the reflection, not me in the mirror. (Or blackness, if you have nothing to the side of your character.)

    Could you post a render?

    See if the mirror is not actually what is black, it could have a "glass" layer in front of it, that is casting an oclusion shadow between teh glass and the mirror surface. Some people place a glass layer in front, since mirrors don't reflect on the surface, they reflect from behind the glass. If the glass is not translucent, try 0.1 to 0.99, not 0.0 or 1.0... Try "black" as the colors, which is 0,0,0 or "off" in most instances. Try refraction on the glass layer, if there is one. Make sure your light is set to -1 for bounces, if it stops at 1 or 2 or 3... up to 6, it may not pass through the glass.

    If you have a glass layer, is THAT an "Iray glass"? Most 3DeLight glass will not work in Iray.

    If you don't have glass... is the surface "normal" backwards? Try "double sided" for the material. (Normal is the "face" that holds a texture on a triangle. If they face the wrong way, you see blackness or nothing, depending on the rendering engine. I think Daz draws blackness, which is how we get outlines from 3D-shells that have flipped normals.)

    To test if there is another layer, or a flipped "normal", set the material to "Emittance", and see if it glows. If not, there is an obstruction, or it is facing the wrong way. (The flipped normal.) To see if it is a flipped normal, just turn the surface into double-sided, and you should see light now. If not, it has an obstruction...]

    Settings to try... From default settings on the material. (Rest should be set back to normal.)

    Base Mixing = (Weighted)

    Diffuse Weight = 0.00

    Base Color = 0,0,0 (Black)

    Glossy Weight = 1.00

    Glossy Color 1.0,1.0,1.0 (White)

    Glossy Color Effect = (Scatter and transmit)

    Refraction Index = 1.00

    The sphere has only these settings above, in the first image. In the second image, both have the same settings. You notice that I had to rotate the cube a LOT, to get the ball in the reflection. With the ball directly in front, it did not show at the steep angle of the first rotation with the white cube.

    reflect.png
    764 x 300 - 90K
    reflect2.png
    764 x 300 - 110K
    Post edited by JD_Mortal on
  • ScavengerScavenger Posts: 2,674

    Just to add for completness sake, a picture I'm working on has a whole bunch of mirror in mirror reflections, and if the number of light bounces alowed is too low, you'll get a black mirror in the reflection.  (It gave me a real illustration of light bounces)

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