Genesis 2 turning a glowy white
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My Genesis 2 renders render out a completely white character that glows.
So, if you encountered this problem before, tell me how you fixed it.
Post edited by frank0314 on
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My Genesis 2 renders render out a completely white character that glows.
So, if you encountered this problem before, tell me how you fixed it.
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I had the same problem (which should be reported to Daz programers). I have saved the scene and cam, close the program, start it again, load the scene and render again. The it works for me.
Sometimes it happens to me after I reopen a scene. I have been just giving the character a new texture and then changing it back.
Removing the SSS usually helps
Yeah, it's annoying when that happens. Just reset the the shader and everything should be fine.
From what I have seen it is an issue with the conversion of the (some) textures (using the tdlmake program) of items using the AoA SSS product. Things to try are a wholesale deletion of all *.tdl files in the DAZ temp directory (check Preferences for location) or shutting down Daz Studio (and letting it fully close, it can take a while to clear down memory and actually end the process) and re-starting. Both do the same thing to the DAZ temp directory, but the shutdown/restart seems to be the more reliable method. It IS a bit hit and miss, but it WILL eventually work!
are there other sss options other than the aoa?
my renders been gotchad by the white glowy :aaah:
AOA's shader was created in the Shader Mixer, as a result there is no pre compiled definitions file or shader SDL file for 3Delight, instead DS compiles a temporary set of files at render time, and from time to time these become corrupt during compiling, this leaves 3Delight with no idea what it has to do so the surface ends up rendering pure white.
Using presets rather than working directly in the Shader Mixer means you only have two choices, find the corrupt temp files and delete them while DS is running, or save your scene and close DS, this will cause DS to clear out the temp files as it's closing.
One of the other methods people use with this problem is to add a primitive to your scene, apply the problematic shader/skin texture to the primitive, delete the primitive, reapply the texture to your genesis 2 and render. I am generally too busy to restart the whole program and the second application of the texture usually clears the corruption that creates the glowing effect.
maybe a ds script to flush the temp files?
or better, lol, not happen in the first place?
It's been like that for roughly 6 years now, so I don't expect it to change.
When I'm doing a lot of testing in the SM I get the odd corruption, but it's easy to fix just by clicking the "apply" button again, this tells DS that a new shader has been applied to the surface, so it generates a new set of files with a randomly generated name.
However since the release of 4.7 I've been seeing a few posts about "whiteouts", and all of them seem to be with AOA's SSS shader, it could be a case of something has changed that is now causing it to generate more corrupt files than normal, I'm still using an older version of 4.6 so I can't check it to see.
I agree with Bejaymac, tho I have rarely bothered to look at what the offending shader was, after restarting Studio, and it works. And it happens more often with 4.7 then 4.6 with the spontaneous white figures.
I have also seen some bad things happen with shadows on ANY light set to "off", Tho I suspect a corrupt cache thingy is responsible for the spontaneous white figures.
Easiest fix is just to delete the tdl files in the temp directory then run the render again so it recompiles. Closing DS and reloading may have similar results, but takes longer and there's still a chance you get the same white result in the end. I have a shortcut on my desktop to the temp directory so I can quickly open it and delete any offending files quickly.
It's not an ideal situation, but it's a fairly quick and easy workaround.
I've been having this problem since the beginning of SSS. It usually affects people, and usually when I have more than one people in a picture. The only way to get around it then seems to be turning the SSS off and return to old-school shades. Other products like goop shaders and similars often causes the same problem. The goops are awesome but most of the time it's impossible to have more than one in a picture.
HoF talk about doing it the hard way, the tdl files are your textures, tdlmake converts the textures you apply to a surface into a mipmapped TIF format with a tdl file extension, deleting them just forces you to sit and wait until DS recreates them.
If you back out of the temp directory you will see a folder called "shaders", inside it you will find a folder called "brickyard", this is where all of the ShaderMixer temp shader files are stored. When DS is closed the brickyard should be empty, if it isn't then delete everything in it, it should also be empty if your not using a ShaderMixer shader in your scene, it's the files in here that are corrupt and by deleting them you force DS into recompiling them, which takes a lot less time than waiting on it recreating your tdl files.
Well, happens to me too and I am sure glad I am not alone, I started to think I broke DS lol.
Petra