The Woolyloach Come Home Complaint Thread
This discussion has been closed.
Adding to Cart…
![](/static/images/logo/daz-logo-main.png)
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Looks a little like an Egyptian pattern! :lol:
Dana
...I had that occur recently (the last release of 4.6). Can't remember what cased it
What are your render settings?
With textures!
Kinda frustrated right now since I can never get the materials to scale properly. Most will be large and splotchy regardless of how I set their scaling size to. Everyone else makes it look so easy! *click click load click render* and boom, super detailed rocks. I perform the same clicks and I get a splotchy mess.
I had to go with a rock material I made (Which was giving me some warning that I couldn't figure out, and it left some minor black spots here and there...)
If I could ever just figure out how to use these materials properly! Grr!
And their forums are of zero to no help. "Oh, check the material scale..." I have. At 1 it's splotchy. Very splotchy. At 0.7 ~ 0.1 it's a whole bunch of tiny noisy dots. At 10 - 40 - 100+ it's VERY splotchy except over a wider area. The promo images on the other hand (ANd about two dozen images from other users) they're nice and crisp and detailed.
Same thing happens with most of the pre-supplied materials shipped with Vue. On the other hand, I make one of my own and it works [almost] perfectly, as seen here.
However, the sand materials I bought work fine...? I am so confused @_____@
Morning. Frabjous day, sunny and warm and just a hint of a breeze causing a stir amongst the roses in our garden :>)
Morning to you hope your day is Frabjous! As long as that is good for you.
I did this yesterday. :red:
Static & paperdolls. :lol:
I've never had anything like that happen (yet). :)
Morning to you hope your day is Frabjous! As long as that is good for you.
Going to laze in the sun and feel (slightly) guilty about work I'm not doing. And maybe go for a swim this afternoon, kaloo kallay hehe \m/
I did this yesterday. :red:
oh wow gratz *\o/*
Looks real good. Splotchy implies a reduced bitcount on one or more colour channels, but don't know anything about view so :|
oh wow gratz *\o/*
Thanks! But now when I buy stuff with points they don't count. :down: So I'm sticking with the Jack T. $1.59 stuff; you can't go wrong with JT's PC products.
ETA: That HyperMegaAwesomeSupercalifragilisticexpialadocious Big Prize better be worth it. :-/
...I had that occur recently (the last release of 4.6). Can't remember what cased it
What are your render settings?
First time it happened for me... and last 5 hrs I been doing constant test renders. Although unintended, I had high quality settings keyed in for DOF.
Bucket Size 16
Max Ray 1
Pixel X 15
Pixel Y 15
Shadow 16 (hmm this is off)
Gain 1.0
Gamma 1.0
Shading Rate 0.20
But as I said, been rendering for many hours now have been working on a render for weeks and this is a first XD (And yes is current version of Daz)
First time it happened for me... and last 5 hrs I been doing constant test renders. Although unintended, I had high quality settings keyed in for DOF.
Bucket Size 16
Max Ray 1
Pixel X 15
Pixel Y 15
Shadow 16 (hmm this is off)
Gain 1.0
Gamma 1.0
Shading Rate 0.20
But as I said, been rendering for many hours now have been working on a render for weeks and this is a first XD (And yes is current version of Daz)
Is there a reason you don't gamma correct?
oh wow gratz *\o/*
Thanks! But now when I buy stuff with points they don't count. :down: So I'm sticking with the Jack T. $1.59 stuff; you can't go wrong with JT's PC products.
ETA: That HyperMegaAwesomeSupercalifragilisticexpialadocious Big Prize better be worth it. :-/
I managed to hit it yesterday as well and I've only been buying things I wanted, the PC items or the freebies. Today was the first day that nothing really jumped out at me. I usually jump on new shaders since they can be used for so much but the ones today didn't really do a lot for me.The older character is pretty nice but I just got Zev0's skin pack and I don't do a lot of older women. Still I tossed it on the wishlist in case I ever need it.
You're right about not going wrong with any of Jacks stuff but I don't really feel a need to rush out and buy it today when I can get it for 50 cents more tomorrow or next month. If I was needing one more point though I'd be all over it.
So far I'm loving this sale. The Wild West bundles were great for me since I've been looking at pieces of those for several weeks now and was about to just suck it up and buy the blacksmith shop since it's what I need right now for a project.
The magic shop is awesome as well, imo. From memory you need the christmas shoppe and sweet shoppe to load the whole deal
First time it happened for me... and last 5 hrs I been doing constant test renders. Although unintended, I had high quality settings keyed in for DOF.
Bucket Size 16
Max Ray 1
Pixel X 15
Pixel Y 15
Shadow 16 (hmm this is off)
Gain 1.0
Gamma 1.0
Shading Rate 0.20
But as I said, been rendering for many hours now have been working on a render for weeks and this is a first XD (And yes is current version of Daz)
Is there a reason you don't gamma correct?
Well typically I always adjust Levels in photoshop... but truth be told, never really understood gamma in 3d rendering so haven't used it. Should I be? lol
XD feel like a noob.
I did this yesterday. :red:
...still have 2 to go on tier 1. Not likely to go much further unless I hear soon from the State Labour board.
First time it happened for me... and last 5 hrs I been doing constant test renders. Although unintended, I had high quality settings keyed in for DOF.
Bucket Size 16
Max Ray 1
Pixel X 15
Pixel Y 15
Shadow 16 (hmm this is off)
Gain 1.0
Gamma 1.0
Shading Rate 0.20
But as I said, been rendering for many hours now have been working on a render for weeks and this is a first XD (And yes is current version of Daz)
...fascinating, I'm using the latest release yet I always get a clean render each time. I wish I could remember why I was having that occurr on the one render I was doing (the one of Leela & Tracey in the church). There must have been some kind of setting I accidentally clicked that cause it. By chance, is the "Progressive Render" box checked?
Is there a reason you don't gamma correct?
Well typically I always adjust Levels in photoshop... but truth be told, never really understood gamma in 3d rendering so haven't used it. Should I be? lol
XD feel like a noob.
...I use the gamma adjustment very sparingly as it really has a huge effect on the scene. I rarely go above 1.2 - 1.4 otherwise it looks like the scene is overexposed. I definitely tun it off when rendering night or dimly lit scenes.
Progressive rendering is unchecked. I have no idea why it doesn't always start with a blank black screen... Does if its first render or if I change the scale of the render, but if rendering same scale in succession it will be noise (any kind of noise, sometimes very vibrant sometimes not, or the random pattern of a man apparently XD ) The noise is NOT saved as part of image IF you cancel mid way and save it.
Sometimes I see previous render, but is usually distorted. And I coincidently got another window of the man pattern HAHA
Under normal circumstances yes.
The simplest explanation I can give is when you save an image in sRGB colour space you are encoding and compressing light and colour. We know from Alan Turing that some numbers are computable and some numbers aren't. Anything that relies upon encoding needs both a codec and a model that describes the how the codec works. From Turing again we know that a codec is computable and a model isn't. The model we have of the human eye is constructed from observations of how the eye works. We know, for example, that the human eye perceives brightness exponentially. For example, daylight is at least say 1000 times brighter than a fluorescent tube, but to the human eye it doesn't look like that. From observation we can construct a logarithmic, or non linear model of how the human eye perceives brightness. From experimentation we can apply an exponential value of about 2.2 to a mathematical model of how the the human eye perceives brightness, or more precisely the steps between pixels of different brightness.
When we adjust lights in a 3D package we alter the brightness of a scene. We expect a light with a value of 200 and be twice as bright as a light with a value of 100. We expect a pixel with a luminance value of 200 to be twice as bright as a pixel with a luminance value of 100. When we use a 3D package we are therefore working to a linear scales. Linear processing is also important in compositing packages for example like Nuke. When I write a shader I am also using linear values. Shaders expect a value of 200 to be twice the value of 100.
However, we know that the human eye doesn't perceive brightness as linear values. This was a happy coincidence for early 20th century television experimenters because they could leverage nonlinear characteristics of voltage inside Cathode Ray Tubes to build an image using exponential functions to reproduce brightness.
When we write an image in an sRGB format like .jpg or .bmp we are writing a pixel's intensity (luminance) with gamma-compressed exponential values, not linear ones. Hardware decodes the image in a number of steps following the exponential model of human perception. Because a model is not computable there is no way for the codec to distinguish between linear and non linear steps in brightness, they are always decoded as if they are non linear, even though they might not be encoded that way.
Therefore, when you write an image in sRGB format and display it on a monitor it is decoded as if it is gamma corrected, even though it might not be. This explains why you need a lot more lights in a scene to make a linear/no gamma correct image display correctly on a sRGB monitor than a non linear/gamma corrected one.
my 2c :>) Off for a swim now.
*I edited the second last paragraph to be hopefully more comprehensible*
etta It also explains why you must gamma correct for virtual lights with inverse-square photo-metrics.
That's quite a foreboding landscape!
Dana
...I've been trying to reproduce the error, however, unsuccessful so far. I remember it was something that when I realised it, was a "doh! moment".
Meanwhile I occasionally get a situation where render has completed but still am seeing a "busy" cursor that does not stop.
You're seeing a memory corruption (or a chunk of uncleared RAM)... which would point to either (a) a bug in DS, or (b) a bug in your display driver. The former, if you can manage to get to a reproducible state, will be of great interest to rbtwhiz et al (but I speculate that you won't be able to reproduce it on demand, otherwise _everybody_ would be able to get it...). The latter, which is far more likely, requires you to jump through the usual hoops of answering: what machine, what display card, what OS version, what driver version, African or European swallow, left-handed or right-handed, phase of the moon, etc etc... and even then there's no guarantee anybody else will be able to reproduce it >_<.</p>
Love those sorts of bugs... :blank:
...I've been trying to reproduce the error, however, unsuccessful so far. I remember it was something that when I realised it, was a "doh! moment".
Meanwhile I occasionally get a situation where render has completed but still am seeing a "busy" cursor that does not stop.
the renderer hasn't fully resolved one or more blocks and is still working :>)
...however in these cases, the progress monitor has already disappeared from the viewport (which signifies the rendering process is complete). I can perform any other function while the cursor is still spinning, such as selecting items in the viewport, changing tabs and menus, and making camera moves etc. all which are usually locked while the render engine is still calculating. It's just unnerving to see it do this.
The only way I can get rid of it is to save the scene, exit and then restart the programme.
That sounds like a bug.
Speaking of bugs...
non-Complaint: Today my PC membership was reactivated.
Complaint: Tonight my PC membership was deactivated.
>:( >:-(
Dana
Hey Borg,
Wow! thanks very much for the info, very detailed, you really know your stuff :)
cheers!
Welcome. TJohn would be able to explain how eyes work much better than :>)