I have purchased a mirror package (daz3d.com/useful-mirrors-for-daz-studio) but I am unable to get the mirrors to reflect. Is there some other background product that I need? there is no notice of pre-requisites on the package.:roll:
I have purchased a mirror package (daz3d.com/useful-mirrors-for-daz-studio) but I am unable to get the mirrors to reflect. Is there some other background product that I need? there is no notice of pre-requisites on the package.:roll:
What render settings are you using? Reflections need raytrace bounces and are only calculated using the 3Delight render engine. You also need something for it to reflect, so taking care your character or object is properly positioned will help a great deal.
Obviously the default value for "Max Ray Trace Depth" is 0. I altered it to 16 and viola there are my reflections. Now for the fun part of positioning model, camera(s) and light(s)to get the result I want. But, hey, that is the whole purpose of the game
:-)
One gotcha with using a value as high as 16 is your render times will go through the roof. In general, you need to bump this value up by one for each edge of a transparent object you expect light rays reaching the camera to go through. E.g. for a plain hollow glass cup you'll need a value of 2, or 4 if the cup's properly modelled with an outside and an inside, or 6 if there's a modelled liquid inside the cup. The same also applies to reflections, and reflections of reflections. The general principle is to keep the Ray Trace Depth value as low as you think you can get away with. If your glass and mirror surfaces turn out looking weird in a render, bump it up and try again.
Note that this is one of the cases where Spot Renders of might-be-problem areas can be a great timesaver, it saves having to render a whole scene just to check a small area.
Comments
So simple. If I had only asked this question about 4 hrs ago I would have saved 4 hrs of frustration:red:
Obviously the default value for "Max Ray Trace Depth" is 0. I altered it to 16 and viola there are my reflections. Now for the fun part of positioning model, camera(s) and light(s)to get the result I want. But, hey, that is the whole purpose of the game
:-)
16 is a bit over the top, ok a lot over the top. try 2 -4
One gotcha with using a value as high as 16 is your render times will go through the roof. In general, you need to bump this value up by one for each edge of a transparent object you expect light rays reaching the camera to go through. E.g. for a plain hollow glass cup you'll need a value of 2, or 4 if the cup's properly modelled with an outside and an inside, or 6 if there's a modelled liquid inside the cup. The same also applies to reflections, and reflections of reflections. The general principle is to keep the Ray Trace Depth value as low as you think you can get away with. If your glass and mirror surfaces turn out looking weird in a render, bump it up and try again.
Note that this is one of the cases where Spot Renders of might-be-problem areas can be a great timesaver, it saves having to render a whole scene just to check a small area.