Shader Severity Error is Severe!

PorphyrogenitusPorphyrogenitus Posts: 68
edited December 1969 in Technical Help (nuts n bolts)

Greetings - using the new surfaces (such as V6 Anna or M6 Gianni) I frequently (more often than not, but not invariably) get the shader_surface.sdl is invalid error (see attached image, below) and figures render "white out."

I have followed the steps in this thread: http://www.daz3d.com/forums/discussion/26457/P15 (running DS as Administrator and insured the "bricktard" folder has "everyone" access).

My usual "kludge" way around this error is: whenever it occurs, exit DS, restart computer, and try again. In the past this tended to "work" more often (I usually only had to restart once). Now it is taking 3-4 restarts, or more, before DS "overcomes" the problem and images are optimized successfuly and the render works (with the skin, not "white out").

I *am* able to render successfully...now about 1/3 - 1/5 of the time. This "work around" was acceptable to me when it happened only ~50% of the time, but with the increased frequency of the severity 2 error, it's no longer satisfactory (especially since DS often takes 30-45 minutes to load a scene; is it usual for DS to take this long to load scenes? To be "not responding" for ~30 min or so? I have had this on multiple computers, not just one, so I tend to doubt it is an issue with my computer).

There's got to be a better way to get the renders to "optimize images" correctly the first time, without multiple computer restarts, but I haven't found how. Any tips?

I am running the latest version of DS 4.6 on a Windows 7 machine, 64 bit, 8 meg of ram, 2.4 GHz CPU

Severe!.jpg
370 x 372 - 43K

Comments

  • PorphyrogenitusPorphyrogenitus Posts: 68
    edited December 1969

    Log below, note there are two attempts here. I notice I have lots of warnings. How to fix those?

    Rendering image
    WARNING: UberEnvironment2 1: The light 'Color' must be mapped in order to use 'Directional Shadows'; using Soft Shadows.
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    3Delight message #45 (Severity 2): S2069: the interface of shader 'C:/Users/Porphy/AppData/Roaming/DAZ 3D/Studio4/temp/shaders/brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Surface.sdl' is invalid
    3Delight message #45 (Severity 2): S2051: cannot load shader 'brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Surface', will use 'defaultsurface'
    Created RenderCacheBlock
    3Delight message #43 (Severity 0): R2093: object '' (displacement 'dzdisplace', surface 'dzglossymetal') used only 0% of its displacement bound
    3Delight message #43 (Severity 0): R2093: object '' (displacement 'dzdisplace', surface 'dzskin') used only 0% of its displacement bound
    3Delight message #43 (Severity 0): R2093: object '' (displacement 'omnifreaker/displacement/omDispStandard', surface 'omnifreaker/surface/omHumanSurface') used only 0% of its displacement bound
    3Delight message #43 (Severity 0): R2093: object '' (displacement 'dzdisplace', surface 'dzglossy') used only 0% of its displacement bound
    3Delight message #43 (Severity 0): R2093: object '' (displacement 'DAZ/Uber/displacement/omDispStandard', surface 'DAZ/Uber/surface/omUberSurface') used only 0% of its displacement bound
    3Delight message #43 (Severity 0): R2093: object '' (displacement 'dzdisplace', surface 'dzmetal') used only 0% of its displacement bound
    3Delight message #43 (Severity 0): R2093: object '' (displacement 'dzdisplace', surface 'dzplastic') used only 0% of its displacement bound
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    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMGlutesSize_hip_486_486.dsf#PBMGlutesSize?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMGluteFlexR_hip_167_167.dsf#PBMGluteFlexR?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMGluteFlexL_hip_161_161.dsf#PBMGluteFlexL?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
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    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
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    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
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    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
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    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
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    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMBreastsDiameter_chest_1897_1897.dsf#PBMBreastsDiameter?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMBreastsCleavage_chest_2031_2031.dsf#PBMBreastsCleavage?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMBreastsPerk_chest_1680_1680.dsf#PBMBreastsPerk?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMBreastsHangForward_chest_1864_1864.dsf#PBMBreastsHangForward?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMBreastsFlatten_chest_1812_1812.dsf#PBMBreastsFlatten?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMAreolaSize_chest_896_896.dsf#PBMAreolaSize?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMNipplesHeight_chest_1108_1108.dsf#PBMNipplesHeight?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMNipplesBig_chest_438_438.dsf#PBMNipplesBig?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
    WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMNeckThickness_neck_597_597.dsf#PBMNeckThickness?value
    WARNING: fileinput\dzassetdaz.cpp(1366): Failed to create link!
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    WARNING: fileinput\dzassetdaz.cpp(5230): Could not find output property for formula: Genesis:/data/DAZ 3D/Genesis/Base/Morphs/Mallenlane/Hitomi/PHMHitomiRealisticNose.dsf#PHMHitomiRealisticNose?value in file : /data/DAZ 3D/Genesis/Base/Morphs/Morris/Andrei/CTRLAndrei.dsf

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    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
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    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()

    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()

    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
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    WARNING: general\dzmorphdeltas.cpp(660): Could not open HD file: C:/Users/Public/Documents/My DAZ 3D Library/data/DAZ 3D/Genesis 2/Male/Morphs/Male_M3dia/M3DHero Shape for M6/FBMM3DHeroBodyBaseHD.dhdm

    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()


    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()

    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()

    .
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()

    .

    WARNING: elements\joints\dzlegacyjointrotator.cpp(36): NULL driver for joint parameters in DzLegacyJointRotator::DzLegacyJointRotator()

    WARNING: elements\joints\dzlegacyjointrotator.cpp(36): NULL driver for joint parameters in DzLegacyJointRotator::DzLegacyJointRotator()

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    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()
    Compiled C:/Users/Porphy/AppData/Roaming/DAZ 3D/Studio4/temp/shaders/brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Displacement.sdl...
    stdin: in function shader_Displacement

    stdin:440: WARNING: 'calculatenormal' function may have unexpected results since 'Pbp' in parameter number 1 is defined in a varying condition

    stdin:456: WARNING: 'calculatenormal' function may have unexpected results since 'Pbp' in parameter number 1 is defined in a varying condition


    Compiled C:/Users/Porphy/AppData/Roaming/DAZ 3D/Studio4/temp/shaders/brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Surface.sdl...
    Compiled C:/Users/Porphy/AppData/Roaming/DAZ 3D/Studio4/temp/shaders/brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Surface.sdl...
    Compiled C:/Users/Porphy/AppData/Roaming/DAZ 3D/Studio4/temp/shaders/brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Surface.sdl...
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    Ran tdlmake on image C:/Users/Public/Documents/My DAZ 3D Library/Runtime/textures/Catharina_Textures/Hercules_G2M/Normal_Maps/H_Spear_N.jpg
    Ran tdlmake on image C:/Users/Public/Documents/My DAZ 3D Library/Runtime/textures/Catharina_Textures/Hercules_G2M/Normal_Maps/Belt_Teather_N.jpg
    Ran tdlmake on image C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Textures/Catharina_Textures/Hercules_G2M/Normal_Maps/H_Arms_Braces_N.jpg
    Ran tdlmake on image C:/Users/Public/Documents/My DAZ 3D Library/Runtime/textures/Catharina_Textures/Hercules_G2M/Normal_Maps/H_Chest_Plates_N.jpg
    Ran tdlmake on image C:/Users/Public/Documents/My DAZ 3D Library/Runtime/textures/Catharina_Textures/Hercules_G2M/Normal_Maps/H_Sandals_N.jpg
    Ran tdlmake on image C:/Users/Public/Documents/My DAZ 3D Library/Runtime/textures/Catharina_Textures/Hercules_G2M/Normal_Maps/H_ShouldBraces_N.jpg
    Ran tdlmake on image C:/Users/Public/Documents/My DAZ 3D Library/Runtime/textures/Catharina_Textures/Hercules_G2M/Normal_Maps/H_Sword_N.jpg
    Ran tdlmake on image C:/Users/Public/Documents/My DAZ 3D Library/Runtime/textures/Catharina_Textures/Hercules_G2M/Normal_Maps/H_Sword_Holder_N.jpg
    Ran tdlmake on image C:/Users/Public/Documents/My DAZ 3D Library/Runtime/textures/Catharina_Textures/Hercules_G2M/Normal_Maps/H_Tunic1_N.jpg
    Loaded image FBMBambi.png
    Loaded image FBMBambi.png
    Loaded image FBMGiselle.png
    Loaded image FBMGiselle.png
    Loaded image FBMIridessa.png
    Loaded image FBMIridessa.png
    Loaded image FBMZyra.png
    Loaded image FBMZyra.png
    Loaded image FBMBeau.png
    Loaded image FBMBeau.png
    Loaded image FBMCassieBody.png
    Loaded image FBMCassieBody.png
    Loaded image DD_IzzyBody.png
    Loaded image DD_IzzyBody.png
    Loaded image FBMDanikaBody.png
    Loaded image FBMDanikaBody.png
    Rendering image
    Loaded image FBMTheGirl4.png
    Loaded image FBMTheGirl4.png
    WARNING: UberEnvironment2 1: The light 'Color' must be mapped in order to use 'Directional Shadows'; using Soft Shadows.
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    Compiled C:/Users/Porphy/AppData/Roaming/DAZ 3D/Studio4/temp/shaders/brickyard/{a2f15a0c-9b20-4518-ab40-9ff3d6e78b1f}/shader_Surface.sdl...
    3Delight message #45 (Severity 2): S2069: the interface of shader 'C:/Users/Porphy/AppData/Roaming/DAZ 3D/Studio4/temp/shaders/brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Surface.sdl' is invalid
    3Delight message #45 (Severity 2): S2051: cannot load shader 'brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Surface', will use 'defaultsurface'
    Created RenderCacheBlock
    3Delight message #43 (Severity 1): R2001: object '' (displacement 'dzdisplace', surface 'dzmetal') exceeded its displacement bound by 0%
    3Delight message #43 (Severity 1): R2001: object '' (displacement 'dzdisplace', surface 'dzplastic') exceeded its displacement bound by 0%
    3Delight message #43 (Severity 0): R2093: object '' (displacement 'omnifreaker/displacement/omDispStandard', surface 'omnifreaker/surface/omHumanSurface') used only 0% of its displacement bound
    3Delight message #43 (Severity 0): R2093: object '' (displacement 'DAZ/Uber/displacement/omDispStandard', surface 'DAZ/Uber/surface/omUberSurface') used only 0% of its displacement bound
    Saved image: C:\Users\Porphy\AppData\Roaming\DAZ 3D\Studio4\temp\render\r.png
    Render Cancelled
    Loaded image FBMBambi.png
    Loaded image FBMBambi.png
    Loaded image FBMGiselle.png
    Loaded image FBMGiselle.png
    Loaded image FBMIridessa.png
    Loaded image FBMIridessa.png
    Loaded image FBMZyra.png
    Loaded image FBMZyra.png
    Loaded image FBMBeau.png
    Loaded image FBMBeau.png
    Loaded image FBMCassieBody.png
    Loaded image FBMCassieBody.png
    Loaded image DD_IzzyBody.png
    Loaded image DD_IzzyBody.png
    Loaded image FBMDanikaBody.png
    Loaded image FBMDanikaBody.png
    Total Rendering Time: 23 minutes 50.63 seconds

  • Richard HaseltineRichard Haseltine Posts: 100,943
    edited December 1969

    try manually clearing the Brickyard folder, with DS closed - C:/Users/Porphy/AppData/Roaming/DAZ 3D/Studio4/shaders/brickyard

  • PorphyrogenitusPorphyrogenitus Posts: 68
    edited December 1969

    I closed DS, made sure it was closed in processes, cleared the brickyard folder, restarted my computer, reloaded DS & the scene. It optimized more images so I was hopeful, but in the end the same error (see image below), but skin surfaces are appearing in the render. At least in this render. So maybe the error is now not an issue? Or does it mean I'll still intermittently get "whiteout" on skin surfaces?

    Severe!.jpg
    373 x 372 - 49K
  • KhoryKhory Posts: 3,854
    edited December 1969

    So maybe the error is now not an issue? Or does it mean I’ll still intermittently get “whiteout” on skin surfaces?

    Have no idea if that is the error but it is one I always ignore. I have a relatively low percentage of "whiteout". Maybe 1 in 100 renders with the AoA.

    I know that most of your other errors are unrelated. This one "WARNING: QColor::setHsv: HSV parameters out of range" sounds like you may not be using the right kind of image for the uberenviroment light. I seem to rememeber that not nuking the render when I did it however. Are you using a .tiff created from an HDR light as the light image?

    These " 3Delight message #43 (Severity 0): R2093: object ‘’ (displacement ‘dzdisplace’, surface ‘dzglossymetal’) used only 0% of its displacement bound" and so on are due to an issue with how the AoA reads displacement. Change all the displacement settings on surfaces without a map to 0 including the - and + settings. These "WARNING: fileinput\dzassetdaz.cpp(7045): Could not find reference: blMilWom_v4b_68498:/data/auto_adapted/blMilWom_v4b_68498/Morphs/PBMGlutesSize_hip_486_486.dsf#PBMGlutesSize?value" are due to missing v4 morphs. You also seem to be missing a Hitomi morph and some genesis 2 morph. These "WARNING: general\dzmorphdeltas.cpp(278): Invalid vert count specified in DzMorphDeltas::setVertCount()" sound like a bad morph since the vert count is off.

    I could be wrong about some of these by the way. But what the heck.. I figured I would live on the edge and see if I could help.

  • PorphyrogenitusPorphyrogenitus Posts: 68
    edited December 1969

    Thanks for the reply and the tips. I'll try these out.

    Light set: I'm using light sets that came with the background structure (old light sets that are old!) - point lights, distant lights, and spotlights.

    In addition to, yes, an Uberenvironment2

    (I'm still a total noob on lighting, I'm afraid. It's one of those things I haven't gotten around to attempt to mastering. I can mildly-effectively light my scenes).

  • KhoryKhory Posts: 3,854
    edited December 1969

    No worries. I don't think most people grasp lighting for a good while. The uberenviroment lights use a .tiff file in the slot for the lighting and an identical image as a .jpg in the surface slot for the sphere. When I first started using the uberenviroment lights I would cheerfuly smack any old .tiff image in the light slot. It seemed to me it was working as expected but then I may have been living in a fantasy land. At some point I realized that you have to use a .tiff generated from an hdr. There is actually an icon to call up a converter in with the uberenviroment light. For now all you really need to worry about is does the lighting look right. The rest comes with time.

    With those error messages in almost every case a low number means you can just ignore it. My personal method is to go ahead and do the render..If it looks correct then I go merrily along. Not everyone will be happy with this method but it saves my sanity sometimes.

  • PorphyrogenitusPorphyrogenitus Posts: 68
    edited December 1969

    Bah, I was wrong - a different skin surface worked. But the Anna and Gianni skin surfaces are still not rendering correctly. Same "white out."

  • KhoryKhory Posts: 3,854
    edited June 2014

    Let me ask a couple of questions about the scene.. is this with the same light set? And are you using the hd morphs with the skins or no? I'm trying to recreate for you but I've gotten an odd error myself with Anna so it may take me a couple to sort things out.


    Edit to add: rendering just v6 with anna has given me none of the errors. I had an issue with the first render but I think that was due to having poser up as well and my computer getting pissy. It also turns out that reading the log file crashes studio on me.. So this is going slower than I wanted.

    Post edited by Khory on
  • PorphyrogenitusPorphyrogenitus Posts: 68
    edited December 1969

    1) It's with the same light set, yes.

    2) Yes it's with HD Morphs on the skins.

    Thanks for the help.

  • KhoryKhory Posts: 3,854
    edited December 1969

    WARNING: UberEnvironment2 2: The light 'Color' must be mapped in order to use 'Directional Shadows'; using Soft Shadows.
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range
    WARNING: QColor::setHsv: HSV parameters out of range

    This error is generated because your uberenviroment light does not have an image set up in it it at all. Let me explain a bit about how the uberenviroment light works. The computer takes the information from an image that is the "inside" of a sphere. The program can take that information and sort of paint the colors from the image on items in the scene. If you take a very colorful uberenviroment light and render it on a white character (no textures etc) you can see it very clearly. The program can also tell which direction the brightest light is and it guesses that that is the light source. When the light is set on directional shadows it tries to cast shadows from the light of that source. If you don't have an image then well.. no image no light source no shadows and then an error. You can just ignore the error if you like the lighting or you can swap it to ambient only (no shadowing) or soft shadows which gives you soft ambient occlusion shadows.

  • PorphyrogenitusPorphyrogenitus Posts: 68
    edited December 1969

    ok, thanks. How come it works sometimes (that is, with the same lighting setup, renders without whiting out the images, but without any change to the uber environment)?

    Or is this a separate error/problem?

  • KhoryKhory Posts: 3,854
    edited June 2014

    So no errors rendering with just V6HD.. I'm going out on a limb that the other errors your getting are due to something else in the scene. Less its all going wrong ignore them.

    The white out is just one of those crazy random things. I'm lucky in that it happens to me very rarely and it almost always clears up if I just save the scene and reopen. I think a couple of times I had to put a different skin on and then go back to the AoA one but I don't think it was more than once or twice. Sorry I am not more help with it all.


    Edit to add.. yes, they are unrelated,

    Post edited by Khory on
  • PorphyrogenitusPorphyrogenitus Posts: 68
    edited December 1969

    White-out had only been an intermittent issue until recently, when it became unbearablly frequent.

    On the other issue: Now I remember why I went to using uber-environment. (Actually I had forgotten, for a combination of reasons - there are often long gaps between when I get to mess around with rendering, and my memory is shot): when I use normal lighting, without uberenvironment, I get wierd digitalization effects.

    Based on what you said about my errors related to using it as I was, I turned it off and just used the normal light set - and got the below.

    Thanks for continuing to help trouble-shoot my many errors.

    Digitized.jpg
    464 x 193 - 36K
  • KhoryKhory Posts: 3,854
    edited December 1969

    Your using mapped shadows and there is a long term issue with those. Its a 3dellight issue so not something that DAZ can just fix. Just swap the lights to raytraced shadows and that will go away. Your render may take slightly longer but it shouldn't cause a really dramatic change in how long it takes.

  • PorphyrogenitusPorphyrogenitus Posts: 68
    edited December 1969

    Thanks much, that fixed the digitized look. ^_^

  • KhoryKhory Posts: 3,854
    edited December 1969

    Happy to help out!

  • BejaymacBejaymac Posts: 1,889
    edited June 2014

    The S2069 error basically means you have an invalid shader file, the shader in question was made in the ShaderMixer, so the question becomes what shader was it, something you've made yourself, or a third party shader, whatever it was you might be better of reapplying it or replacing it before you render.

    The displacement bound errors are normal, and every shader in DS creates them, it's just the ShaderMixer ones that the devs can't block from appearing in the log. The cause of it is using textures/pattern bricks that are not compatible with 3Delight, as far as it is concerned RGB 128, 128, 128 or it's float equivalent means no Bump/Disp, and any value lower than that means negative Bump/Disp, and any value higher than that means positive Bump/Disp.
    The problem with that is most of the stuff we have to work with was designed for Poser, and even though some of the vendors have moved over to DS they are still creating the same junk, as a result Displacement in DS has had to be nerfed to made it work with this junk.

    Post edited by Bejaymac on
  • Richard HaseltineRichard Haseltine Posts: 100,943
    edited December 1969

    Bejaymac said:
    The displacement bound errors are normal, and every shader in DS creates them, it's just the ShaderMixer ones that the devs can't block from appearing in the log. The cause of it is using textures/pattern bricks that are not compatible with 3Delight, as far as it is concerned RGB 128, 128, 128 or it's float equivalent means no Bump/Disp, and any value lower than that means negative Bump/Disp, and any value higher than that means positive Bump/Disp.
    The problem with that is most of the stuff we have to work with was designed for Poser, and even though some of the vendors have moved over to DS they are still creating the same junk, as a result Displacement in DS has had to be nerfed to made it work with this junk.

    Mid grey is neutral only if the minimum and maximum are negatives of each other, otherwise some other value will be neutral. The not using the full bounds means that the displacement produced no values that took displacement out to the maximum possible value that 3Delight is checking for - potentially a waste of calculation time, so on an animation using custom shaders it would probably be worth adjusting the bounds so that 3Delight didn't check areas that would always be empty of geometry. It can occur with any shader - you will get it with the standard shaders if the maps don't use the full black to white range, and so displacement doesn't achieve the min and max values.

  • KhoryKhory Posts: 3,854
    edited December 1969

    I think that Bejaymac is talking about how the base maps are read in the two programs. In poser black is the flat surface and anything lighter is higher and with studio mid gray is the surface and there is both a positive and a negative. And it does seem that many of the content creators who have moved to studio later are unaware of that.

  • barbultbarbult Posts: 24,244
    edited December 1969

    If PAs are submitting "DS materials" files to DAZ with bump or displacement maps that are inappropriate for DS (old Poser "junk"), why is DAZ QA accepting and selling this stuff? Why is DAZ QA not sending it back to the vendor and educating them?

  • KhoryKhory Posts: 3,854
    edited December 1969

    Because they can make multiple adjustments to the settings to get the product to look right. No they are not done properly for studio and they would be harder for an end user to work with but with the proper fiddling they look correct. Nor is it QA's job to know what a PA's maps should or should not look like.

  • Richard HaseltineRichard Haseltine Posts: 100,943
    edited December 1969

    It's always been trivial to get around those differences though - set the Min value to 0 in DS and it acts like Poser, with black the base surface and white the maximum displacement; use a Math node in Poser to shift the map values down by .5 to have it act like the DS default settings.

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