Weird Water Trouble

Tramp GraphicsTramp Graphics Posts: 2,411

I've been working on a new piece for almost the last month now, and am having a very odd problem with the water when rendering the image.

In the image, I use the Haru Goten set from Hisayan Image Labs for the buildings, ground, and water plane, the Japanese Onsen by Uwe G (with its native water plane's polygons turned off), and the clear water shader from Sickle Yield's Poser/DS conversion of Spacebones' Water Props with a color adjustment to the diffuse color (but no texture map), an added bump and displacement map (with adjustments to the Bump and Displacement settings), and adjustments to the refraction setting (refraction index changed to 1.33)and opacity (the latter changed from 39.8% to 50%), as well as horizontal and vertical tiling changed to 5. The problem, as seen in the attached image (cropped to avoid obvious TOS issues) is these odd milky blue blobs that appear in the render, but not the preview, and not a reflection of anything in the scene. I've already tried a few different options to try and get rid of the problem to no avail. Troubleshooting takes forever because I can't do spot renders with this piece without crashing DAZ Studio, so I have to render in the Stand Alone 3DeLight and it takes a Day and a half to two days to render. Has anyone had this problem before or any ideas on how to fix it?

Onsen-water-troubles.jpg
2000 x 1073 - 477K
Post edited by Tramp Graphics on

Comments

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    What are your specular settings? Your spec needs to be basically white, at 100%, and with highlights somewhere from 50 to 80% to work properly with the reflection/refraction combo, in my experience.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited September 2014

    What are your specular settings? Your spec needs to be basically white, at 100%, and with highlights somewhere from 50 to 80% to work properly with the reflection/refraction combo, in my experience.
    I didn't alter the specular settings from your original shader; I only changed the diffuse color, opacity, bump, displacement, refraction, and tiling settings, and added a bump and displacement map. Even with the original unaltered refraction setting, I and no tiling adjustment, I had gotten the milky blue blobs, but they were much larger. What makes this really weird is the blobs are completely opaque, whereas the water is 50% opacity. The whole surface of the water has a uniform "gloss" to it too; even where the blobs are. and I get normal reflections and shadows over the whole surface, you can even see reflections and cast shadows on the blobs. If these were simply overly large shine, then they wouldn't have reflections or shadows cast on them, and they wouldn't have gloss highlights of their own either.

    OK, Here are the full settings for the water:

    Diffuse Color: 35 63 47
    Diffuse Strength: 100%
    Glossiness: 90.8%
    Specular Color: 255 255 255
    Specular Strength: 100%
    Multiply Specular through Opacity: On
    Ambient Color: 13 13 13
    Ambient Stength: 50%
    Opacity Strength: 50%
    Bump Strength: 100%
    Bump map: FS Lake water-13 bum.jpg from Fairy World's Fairy Pond.
    Negative Bump: -1.00
    Positive Bump: 1.00
    Displacement Strength: 127%
    Displacement Map: FS Lake water-13 bum.jpg from Fairy World's Fairy Pond.
    Minimum Displacement -1.00
    Maximum Displacement: 1.00
    Reflection Color: 255 255 255
    Reflection Strength: 100%
    Refraction Color: 255 255 255
    Refraction Strength: 100%
    Index of Refraction 1.33
    Horizontal Tiles: 4
    Horizontal Offset: 0
    Vertical Tiles: 4
    Vertical Offset: 0
    Lighting Model: Glossy (Plastic)
    UV Set: Default UVs
    Smooth: ON
    Angle: 89.9
    Render Priority: Normal
    Propagate Priority: Off
    Follow Blend: 100%

    Post edited by Tramp Graphics on
  • jestmartjestmart Posts: 4,449
    edited December 1969

    Multiply Specular through Opacity should be off and there is nothing gained from have both displacement and bump on if they are using the same map, turn bump off.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited September 2014

    jestmart said:
    Multiply Specular through Opacity should be off and there is nothing gained from have both displacement and bump on if they are using the same map, turn bump off.
    That's not what this tutorial says about Multiply Specular through Opacity says. It says to keep that on. In fact all of my water shaders have Multiply Specular through Opacity set to on, and I've never had this problem before. In fact evey tutorial I'm finding says Multiply Speular through Opacity should be set to On, not Off.
    Post edited by Tramp Graphics on
  • FirstBastionFirstBastion Posts: 7,761
    edited December 1969

    Is your scene enclosed? Is there a roof or a skydome in place?

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited September 2014

    Is your scene enclosed? Is there a roof or a skydome in place?
    Yes, the scene is fully enclosed with a very large sky dome (much lager than the ground plane) the bottom edge of which extends well below the ground plane.
    Post edited by Tramp Graphics on
  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Hmm. I'm testing the set again now with some different lights and render settings to try and replicate the error.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited September 2014

    Hmm. I'm testing the set again now with some different lights and render settings to try and replicate the error.
    Thanks. You might wanty to try it on the water plane that's parented to the ground pop that comes with the Haru Goten set that I linked to in my first post. I'm not sure if it's that, the shaders, or something else that's causing the problem. In case you need to know, the specific shader I started with from your set was Shader 01. I hope that helps with the troubleshooting.
    Post edited by Tramp Graphics on
  • SickleYieldSickleYield Posts: 7,639
    edited September 2014

    This is weird. Even with default render settings, bump and displacement, I can't get it to replicate that look. I tried it with default lights, advanced ambients and uberenvironment in different renders and I still don't get the globby things!

    I don't own the Haru Goten set, maybe it's something to do with that?

    Post edited by SickleYield on
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    This is weird. Even with default render settings, bump and displacement, I can't get it to replicate that look. I tried it with default lights, advanced ambients and uberenvironment in different renders and I still don't get the globby things!

    I don't own the Haru Goten set, maybe it's something to do with that?

    It might be; the link to Hisayan's site is in my first post. That's where I got the Haru Goten set (it's the last one on the page). It might also be caused by a combination of both the Haru Goten set and UWE G's Onsen set. or the sky dome, or any number of reasons, I just don't know. FYI the sky dome is from Glasseye and can be found here and has five expansion packs from which to apply textures. I used the 07 Cloudy Moon texture.

    If you want my render settings, they are:

    Pixels: 3000 x 2400
    Aspect ratio 10 x 8
    Bucket Order: Horizontal
    Bucket Size: 8
    Max Ray Trace Depth: 4
    Pixel Samples (X): 4
    Pixel Samples (Y): 4
    Shadow Samples: 12
    Gain: 1
    Gamma Correction: Off
    Gamma: 1
    Shading Rate: 0.2
    Pixel Filter: Sinc
    Pixel Filter Width (X): 6
    Pixel Filter Width (Y): 6
    Motion Blur: Off

    rendered in 3DeLight stand alone from my Temp folder.

  • FirstBastionFirstBastion Posts: 7,761
    edited December 1969

    Can you literally remove the other water planes in the scene, rather than just switch visibility off ?

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited September 2014

    Can you literally remove the other water planes in the scene, rather than just switch visibility off ?
    The only way I could remove the water plane from the Onsen was to go into the Polygon Selection tool and turn it off that way. It's literally built into the Onsen prop as an integral component, just with its own material zone, not a separate prop parented to the onsen. If I want to turn off the Haru Goten water plane, it's a parented object, so I can turn that off in the scene tab and even delete it entirely. However, since, that's the plane that fills all of the pools and streams in the rest of the scene, it was best to use that instead of the plane built into the Onsen. The picture I attached in my first post only had the Onsen's water plane's opacity set to 0%, but, even when I turned it off in the Polygon Editor, the blobs still appeared in the render (which I lost overnight the night to computer lock-up).

    I'm not sure if bumping up the horizontal and vertical tiling from 4 to 10 would help at all, or even affect the blobs in the least. The only thing I know it would do is make the waves smaller along the X and Z axes and more numerous.

    Post edited by Tramp Graphics on
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    OK, I tried removing the bump map and settings, leaving only the Displacement map (since they're the same anyway) and reduced the reflection to 75% to see if that would solve the problem to no avail. I started a new test render last night before bed, and the render is about 60% done, having just exposed the corner of the pool, and guess what, the "blobs" are still there with no difference whatsoever. So the blobs are definitely not reflections. I'm not sure what else to do except completely replace the water plane.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited October 2014

    Well, my latest "test" render finally finished, and the results speak for themselves, the blue blobs are still there. Removing the bump map and bump settings and changing the reflection setting didn't do anything except make the actual reflections fainter. There was no effect on the "blobs" whatsoever. So, either there is a problem with the displacement/bump map I'm using (highly unlikely), or there is a problem with the water plane itself.

    Onsen-water-troubles-2.jpg
    2000 x 1075 - 470K
    Post edited by Tramp Graphics on
  • SickleYieldSickleYield Posts: 7,639
    edited October 2014

    Have you tried turning off displacement, and checked for meshes in the scene that might be set to render but not be visible?

    Also: I learned from our wonderful Tony that you can speed up transparency rendering quite a lot by applying UberSurface to the surface, setting Occlusion to Manual, and samples to 128. Raytrace bounces and refraction are always going to be an unavoidable hit to time, of course.

    Post edited by SickleYield on
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Have you tried turning off displacement, and checked for meshes in the scene that might be set to render but not be visible?

    Also: I learned from our wonderful Tony that you can speed up transparency rendering quite a lot by applying UberSurface to the surface, setting Occlusion to Manual, and samples to 128. Raytrace bounces and refraction are always going to be an unavoidable hit to time, of course.

    Yes, I did check for other meshes, the only other mesh there had been (which I had turned off in the Polygon Editor) was the original water plane built onto the Onsen, which even had the same shaders applied to it as the main water plane from the Haru Goten set. so there were no other meshes. I'm trying another render now having turned off the Haru Goten water plane and replacing it with a water plane from Mystic Nights Distant Lands set (with my existing water settings). The new render hasn't yet hit the water, so I don't know if it will work.
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Well, I think I've found the problem. My current render is about 50% done (already) and has just revealed the top corner of the water, and guess what NO BLUE MILK BLOBS!!!!!!!!!! :cheese: At least none so far.

    There must be something corrupted in the Haru Goten water plane, at least on my copy. This doesn't surprise me because I've had other constant issues with other parts of this set (and some other sets of his in DAZ), the main ones being all of the doors and panels for a given building collecting in a single stack every time I reopen a scene using it. (I end up having to delete and reload the buildings each time I reopen a scene). I don't know if anyone else has had this issue or could replicate it, using his sets, but, this has been my experience. It is, otherwise, a very nice looking set with a lot of functionality, and, once again, I don't know if it's his models or my system that are causing the bugs. I'll post the results when the render is complete. The only other thing I'd really like to add to the scene is some steam coming off the water, but I really don't know how to pull that off.

  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Well yay!

    Ron's detail smoke and steam is what I use for that. Steam is so hard to do in 3D that it's always faster to do in post. If you don't want to buy Ron's brushes, you can thrash around online and probably find some free ones that will work for you.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited October 2014

    Well yay!

    Ron's detail smoke and steam is what I use for that. Steam is so hard to do in 3D that it's always faster to do in post. If you don't want to buy Ron's brushes, you can thrash around online and probably find some free ones that will work for you.

    Nah, I can't afford it at the moment. What little money I have left in PayPal is earmarked for something else. besides, I prefer not doing any post work to my renders. I may try adding a Distant Lands fog plane to the Onsen above the water plane again. I tried that before with the Haru Goten water plane still in place and it fouled everything up to the point it crashed 3DeLight Stand-alone entirely, forget about rendering in DAZ Studio, so I'm not sure if I want to tempt fate again. I had thought about using the Fog camera from AoA's Atmospheric Effects cameras, but I don't want fog filling up the whole image, just some steam coming off the surface of the hot water, so I decided against it. I'll post the render when it's done (at least everything from Tommie's knees down, as I did the last two posts; if I posted the full render it would violate the forums' ToS).
    Post edited by Tramp Graphics on
  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    Making 3D steam is prohibitively difficult at the moment, yep.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Making 3D steam is prohibitively difficult at the moment, yep.
    You're telling me.

    Anywhat The last render was a bust. While the "blue milk blobs" are gone, 3DeLight crashed a little over halfway through the render, so using the Distant Lands water is out. Back to square one. The reflections and refractions all looked nice though.

    Onsen-water-troubles-3.jpg
    1999 x 756 - 183K
  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    I don't know what to do anymore. I'm either getting blue blobs, an incomplete render with 3DeLight quitting on me halfway through, or both, If I use a prop water plane, I get the blue blobs, if I use a figure water plain, 3DeLight quits on me halfway through the render.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    It's been a while, had to do my Monster Mash challenge image, which took most of October, and finally got back to trouble-shooting this piece. My latest attempt involved deactivating the large prop water plane that came with the Haru Goten set (since it's mostly not visible anyway) and trying to rely on the Onsen's built in water plane. I also applied a diffuse texture and trans map (both from the Fairy Pond set, which is where my displacement map came from). The good news is the blobs weren't there. The bad news is I'm getting the same render crash as with figure based water planes. This is what I got about 2/3 of the way through the most recent render attempt:

    Last login: Tue Oct 28 13:20:22 on ttys000
    cpe-69-204-51-67:~ TrampGraphics$ cd /Users/TrampGraphics/Library/Application\ Support/DAZ\ 3D/Studio4/temp
    cpe-69-204-51-67:temp TrampGraphics$ renderdl -q -id Onsen.rib
    renderdl(22731,0xa0591540) malloc: *** mmap(size=16777216) failed (error code=12)
    *** error: can't allocate region
    *** set a breakpoint in malloc_error_break to debug
    Received signal 10 (Bus error). 10.0.50 Jun 19 2012, 630015
    StackTrace() at 0x206d50

    [0] 0 lib3delight.dylib 0x00206db1 RxShadow + 438289
    [1] 1 lib3delight.dylib 0x002070d4 RxShadow + 439092
    [2] 2 libSystem.B.dylib 0x94f5a05b _sigtramp + 43
    [3] 3 ??? 0xffffffff 0x0 + 4294967295
    [4] 4 lib3delight.dylib 0x000f9bfb RiMitchellFilter + 249947
    [5] 5 lib3delight.dylib 0x000fe6c3 RiMitchellFilter + 269091
    [6] 6 lib3delight.dylib 0x0028332a DlGetVersionString + 36858
    [7] 7 lib3delight.dylib 0x0029ff43 DlGetVersionString + 154643
    [8] 8 lib3delight.dylib 0x002a224f DlGetVersionString + 163615
    [9] 9 lib3delight.dylib 0x0007ef99 DtexEval + 309145
    [10] 10 lib3delight.dylib 0x00080be7 DtexEval + 316391
    [11] 11 lib3delight.dylib 0x000fb63f RiMitchellFilter + 256671
    [12] 12 lib3delight.dylib 0x000fc84b RiMitchellFilter + 261291
    [13] 13 lib3delight.dylib 0x00285418 DlGetVersionString + 45288
    [14] 14 lib3delight.dylib 0x0029fdb0 DlGetVersionString + 154240
    [15] 15 lib3delight.dylib 0x002a224f DlGetVersionString + 163615
    [16] 16 lib3delight.dylib 0x00120564 Slo_GetAnnotationByKey + 15540
    [17] 17 lib3delight.dylib 0x002d7eb0 DlGetVersionString + 383872
    [18] 18 lib3delight.dylib 0x002dc732 DlGetVersionString + 402434
    [19] 19 lib3delight.dylib 0x002e4010 DlGetVersionString + 433376
    [20] 20 lib3delight.dylib 0x002e5116 DlGetVersionString + 437734
    [21] 21 lib3delight.dylib 0x000f4121 RiMitchellFilter + 226689
    [22] 22 lib3delight.dylib 0x00285079 DlGetVersionString + 44361
    [23] 23 lib3delight.dylib 0x0029fdf1 DlGetVersionString + 154305
    [24] 24 lib3delight.dylib 0x002a224f DlGetVersionString + 163615
    [25] 25 lib3delight.dylib 0x00120564 Slo_GetAnnotationByKey + 15540
    [26] 26 lib3delight.dylib 0x000797b7 DtexEval + 286647
    [27] 27 lib3delight.dylib 0x000a6b1b DtexEval + 471835
    [28] 28 lib3delight.dylib 0x002b8b47 DlGetVersionString + 256023
    [29] 29 lib3delight.dylib 0x002ba953 DlGetVersionString + 263715
    [30] 30 lib3delight.dylib 0x000a5e45 DtexEval + 468549
    [31] 31 lib3delight.dylib 0x000b228b DtexEval + 518795
    [32] 32 lib3delight.dylib 0x000b355c DtexEval + 523612
    [33] 33 lib3delight.dylib 0x000a1630 DtexEval + 450096
    [34] 34 lib3delight.dylib 0x0017f912 RiMotionBeginV + 706
    [35] 35 lib3delight.dylib 0x002cdcf3 DlGetVersionString + 342467
    [36] 36 lib3delight.dylib 0x0012f7ba DlInitErrorSignalHandling + 554
    [37] 37 lib3delight.dylib 0x00176e6b RiReadArchiveV + 2443
    [38] 38 renderdl 0x0000552b start + 7195
    [39] 39 renderdl 0x00003946 start + 54


    * Please report this crash to support@3delight.com. *
    * Along with your RIB+SL files. Thank you. *
    cpe-69-204-51-67:temp TrampGraphics$

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