OSO FOX

multiple fails in rendering fur in DA 4.15 with errors; no response to 2 disappearing tickets requesting help and and no response to 3rd one that I actually printed save the ticket # to a pdf(attached), and today, a submission for refund of Dog 8 packages since I can't get the fox to complete with fur would NOT submit (attached) and last but not least I made a request for help with all 3 in here and there was no way to post it.

 

 

Someone who knows how, please submit these to DAZ so I can at least get a refund and IF anyone has an idea as to why the fur will not render, please enlighten me.

Comments

  • Attachments removed, please don't post your tickets publicly - especially as it shows your email address. Did you receive an auto-reply? It looks as if you were not logged in, so the details may not have matched (Zendesk doesn't pick up the log-in from the store unless you click the Sign In button)?

    So - is the hair showing in the Viewport in preview? What are your render settings? What happens when you try to render the fox?

  • nonesuch00nonesuch00 Posts: 18,120

    dForce or Strand-Based Hair (SBH) Fur will not render in 3DL, Scripted 3DL, Multipass-OpenGL, or Viewport (aka Filament (aka Viewport Render Engine dropdown selection + Filament (PBR) Drawstyle chosen in the actual viewport)) render engines or (maybe) in some iRay Preview situations depending on hardware and RAM. Fur will render in a full iRay render though, including the OSO Fox which I just rendered that way. 

  • GordigGordig Posts: 10,053
    edited November 2021

    nonesuch00 said:

    dForce or Strand-Based Hair (SBH) Fur will not render in 3DL, Scripted 3DL, Multipass-OpenGL, or Viewport (aka Filament (aka Viewport Render Engine dropdown selection + Filament (PBR) Drawstyle chosen in the actual viewport)) render engines or (maybe) in some iRay Preview situations depending on hardware and RAM. Fur will render in a full iRay render though, including the OSO Fox which I just rendered that way. 

    That's not true at all. dForce hair will render in 3DL. You don't have as many surface settings in 3DL as you do in Iray, and I believe you can't use an image for creating varied coloring, but it will render. This is without even applying any 3DL shaders.

    3DLfox.png
    800 x 800 - 191K
    Post edited by Gordig on
  • Gordig said:

    nonesuch00 said:

    dForce or Strand-Based Hair (SBH) Fur will not render in 3DL, Scripted 3DL, Multipass-OpenGL, or Viewport (aka Filament (aka Viewport Render Engine dropdown selection + Filament (PBR) Drawstyle chosen in the actual viewport)) render engines or (maybe) in some iRay Preview situations depending on hardware and RAM. Fur will render in a full iRay render though, including the OSO Fox which I just rendered that way. 

    That's not true at all. dForce hair will render in 3DL. You don't have as many surface settings in 3DL as you do in Iray, and I believe you can't use an image for creating varied coloring, but it will render. This is without even applying any 3DL shaders.

    The original Garibaldi Express, from which the Strand Based Hair system derives, was pre-Iray.

  • nonesuch00nonesuch00 Posts: 18,120

    Richard Haseltine said:

    Gordig said:

    nonesuch00 said:

    dForce or Strand-Based Hair (SBH) Fur will not render in 3DL, Scripted 3DL, Multipass-OpenGL, or Viewport (aka Filament (aka Viewport Render Engine dropdown selection + Filament (PBR) Drawstyle chosen in the actual viewport)) render engines or (maybe) in some iRay Preview situations depending on hardware and RAM. Fur will render in a full iRay render though, including the OSO Fox which I just rendered that way. 

    That's not true at all. dForce hair will render in 3DL. You don't have as many surface settings in 3DL as you do in Iray, and I believe you can't use an image for creating varied coloring, but it will render. This is without even applying any 3DL shaders.

    The original Garibaldi Express, from which the Strand Based Hair system derives, was pre-Iray.

    Oh, thanks for clearing that up. I though those were just openGL placeholder strands because they were so flat looking.

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