How do zooming and the horizon work in Daz Studio?
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Hello,
I have noticed that the distance to the horizon in Daz Studio seems to behave differently depending on what is in the scene. If it is an empty scene and I try to zoom out the ground plane very quickly seems to get clipped off at the back. If there is an item in the scene (large or small) and I translate the item a long way back (say -100000 on the z axis) and then zoom out the ground plane doesn't get clipped at all. (See attachments).
I have also noticed that if I have an extended item that makes use of transparency maps for things like decals and labels, if I zoom out far enough to see the entire item then the transpareny maps don't seem to work and the entire map is shown as a black square.
Can someone explain to me how zooming and the horizon are working? And if there is something I can do regarding the transparency maps?
Thanks for any replies.
nabob21
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Comments
does it render that way?
or is it just the openGL preview?
For the first image (the empty scene) you can't tell anything when I render it because the ground doesn't show up. For the second image it renders like the preview with the ship far in the background.
As far as the transparency map issue goes, it seems that it is the same issue as the black eyes issue as you move away from the center. Setting the instancing optimization to 'speed' seems to have correct this issue.
But still wondering how the distance to horizon actually works. I have found out that if I move an object forward the horizon 'wall' doesn't appear to move but it does when I move an object backwards. I have attached a preview image to show what I mean by the horizon 'wall'. In the image you can see how it cuts off the ground grid.
If the loaded content doesn't need the more distant areas theya re cl;ipped, I assume as a performance measure; if there is content out there then DS has to show it, so it doesn't clip the floor grid.
I wuld suspect that the transparency issue is related to rounding errors, just as the issue with eyes and soem hairs far from the origin is - try, if possible, moving the camera rather than the object.
Thanks Richard. I'll try moving the camera as suggested.