Some advanced features I cannot find

Cross22Cross22 Posts: 66
edited December 1969 in Daz Studio Discussion

1) My scene consists of a confined space, making it hard to keep the camera inside the room at all times. I could manually hide parts of the walls to peek through but that is just too painful. Is there a way to enable back face culling for rendering ?

2) I use the geometry editor a lot in order to cut out pieces of geometry from larger meshes. That usually works out well, but sometimes the Universal Tool gizmo ends up far away from the geometry's bounding box. Is there any way to offset the gizmo so that it's close to my geometry? I am assuming the reason is that the geometry's local coordinate system is offset but it doesn't look like there is a way to fix that from within DAZ.

Comments

  • SimonJMSimonJM Posts: 5,997
    edited December 1969

    If you use the Join Editor tool (I think it is called) you can move the origin point for both the translation and rotation origin for the currently selected node.

  • Richard HaseltineRichard Haseltine Posts: 102,308
    edited December 1969

    If you set the walls you want to look through to a new material zone, and if you use uberSurface as the shader, you can set the wall to Fantom which will make it invisible to camera rays but visible in reflections etc. You can also use Shader Mixer to cook up a shader that will behave differently for different ray types.

  • Cross22Cross22 Posts: 66
    edited December 1969

    Joint Editor - I had not thought of that. Great suggestion, SimonJM!

    @Richard: I tried a Shader Mixer based on a DAZ Default material. It kind of works, but setting opacity based on (N * I) did not quite yield the right results. Reflections seem to be missing in that case. I have not tried ubersurface yet.

  • Richard HaseltineRichard Haseltine Posts: 102,308
    edited December 1969

    Use a RayType brick as a control to switch, at least, Opacity.

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