New 3delight adventures
I was posting years ago the problems with 3dlight. A lot of time losted searching for causes of rare errors. Nothing... until I changed from W98 to 7 64.
Months of nice work and not losting time in software problems... until now.
Rendering with 4.6 Pro:
Creating shadow map for "SpotLight 3"
3Delight message #13 (Severity 1): R2054: primitive (or parts of) '' discarded during eye-split
3Delight message #43 (Severity 1): R2001: object '' (displacement 'brickyard/{fa202a97-e956-4c14-b10a-a902e9493ed5}/shader_Displacement', surface 'brickyard/{fa202a97-e956-4c14-b10a-a902e9493ed5}/shader_Surface') exceeded its displacement bound by 303%
Rendering...
Of course this don't say nothing about what primitive, or object.
Other user exolained that erasing certain temp files he solved the problem. I did it and yes, until create a new SpotlIght.
You can try to delete objects, lights, what you want. That scene is poisoned.
Ideas ?
Comments
More tests...
Changed the temp folders to folders OPENED to all users... forcing to create new temp files with full permisses....not
Run as administrator.... not
The scene is corrupted.
You can delete the spotlight, and seems that dissapear. But if you create it again as new, the same...
Now what ?
The spotlight does a render to generate the map (and shadow maps can be problematic generally, it's better to do without them and use ray-traced shadows if possible). The problem is that the light is in, or at least very close to, some object and so there needs to be clipping to avoid errors.
The displacement error means that the actual distance between the base position and the displaced position is greater than the limits set for displacement, which determine how far out the renderer looks when calculating. That may result in parts of the surface not rendering. Usually this will come from a Shader Mixer shader rather than a hand-coded shader.
Are you seeing problems in the render, or are you just wanting to know what the errors mean?
Hello Richard:
No, I am stopped with this problem when rendering. I only want to continue. Following your post, you have reasson in that the spotlight is too much nearly other objects. But I move it away from them, and the result is the same.
In new tests I disabled all the lights from the scene panel, begin the render, I STOP IT; and then appears in the render history the same error !! Without lights !!
I am thinking in transfer all the objects to a new scene except the lights.
I was looking all the displacement in the surfaces, and all are in the default -0.10 / +0.10. The only ones that I can't manage are from a terrain buyed in DAZ as landscape.
Other thing that could be, is that the position of all the objects can be too much far way from the axis center of the scene, or maybe the scale of the objects is too much big for the lights. Could be this one ?
What happens - does the render stop, or does it go on but produce a bad result?
Bad result, but I found the cause:
I pass all the objects to Hexagon, and from there to a new scene, very reduced in scale. All right.
I append the terrain. All right.
Lights. All right.
But... at the moment of insert "light planes" the error appeared. I don't know if is because are too much near other object. Can be. I will search other effect.
You can try to delete them. Ok, but the error will mantain there in the rest of renders without them. At the moment you stop the render, the errors appear again in the render history.
What exactly is the 'bad result' - I get these sort of errors often but don't see any problems in the renders because of them.
In my case this edited scene is only with distant lights ( from the landscape ) to avoid problems. At this case, the errors are only showed if you stop the render, or at the end of it. But seems that nothing more.
But if you add other lights ( in my case spotlights to create hard shadows and raytracing ) the error appears before start the spotlight 1.
3Delight message #13 (Severity 1): R2054: primitive (or parts of) '' discarded during eye-split
3Delight message #43 (Severity 1): R2001: object '' (displacement 'brickyard/{cf41219a-6104-4248-a8dc-ad116488f59f}/shader_Displacement', surface 'brickyard/{cf41219a-6104-4248-a8dc-ad116488f59f}/shader_Surface') exceeded its displacement bound by 316%
3Delight message #43 (Severity 1): R2001: object '' (displacement 'brickyard/{cf41219a-6104-4248-a8dc-ad116488f59f}/shader_Displacement', surface 'brickyard/{cf41219a-6104-4248-a8dc-ad116488f59f}/shader_Surface') exceeded its displacement bound by 391%
Seems that something is discarded. The rare effect that I see, is that this new spotlight that is giant to put light into a building to be traced out, from the windows, is at max levels of intensity, trace, ray long, but the light that shows in the render is like a light of 20 Watts.
Scaling up a spotlight only makes the viewport icon of the light bigger so it is easier to see, it does not effect the projection size of the light. Distant light are for large ligh sources.
What do the errors look like when the scene has finished rendering.
If you want to increase the light coming from the spotlight you need to increase the intensity in the parameters tab, but as jestmart says distant lights are better for large scenes.
If I add a new light, then the error appears for each new light included in the scene.
About use the distant lights, I need lights to iluminate the inner part of a building. As said the DAZ help about distant lights:
A “Distant Light” acts like a light source from an infinite distance.
In some 3D applications it is referred to as an “Infinite Light.” Because
the light source is from an infinite point away, translation within the
scene is irrelevant. The only thing that is important is the rotation of
the light, as that determines the direction from which the light is coming.
The arrows of the “Distant Light Avatar” indicate the light’s direction.
Distant lights are great at illuminating large portions of the scene.
The effect of distant light in the scene is that the light pass from the inner of the building to the outside crossing the walls.
Try using only Raytraced shadows. Not sure the errors will go away
However the right way would be to seek why you have some displacement that go over limits
Look in the shader cf41219a-6104-4248-a8dc-ad116488f59f Displacement configuration. Something is wrong there
Something to take into account : If your scene renders fine, don't bother
Seems that I found something similar to the effect that I was searching. But I will try the ways that you explain.
Thank you.
Javier