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Thank you!
Iray gets over 40 pages and 3Delight gets.... us! LOL!
CHEERS!
Note that the change log entry is about the Create>New Primitive dialogue, not props in general. People have had problems using IES profiles on planes, because the profile and the plane are oriented differently - it seems likely the change is related to that, though it may also be useful for other things such as the Point At command.
Thank you!
Iray gets over 40 pages and 3Delight gets.... us! LOL!
CHEERS!
There are problems with 3DL in 4.8...big ones...or should I say Shader Builder as it relates to 3DL.
Also, the last version of 3DL included in 4.8 is ONE version below several improvements in it...hopefully the finished 4.8 will include a slightly more recent 3DL build.
There are problems with 3DL in 4.8...big ones...or should I say Shader Builder as it relates to 3DL.
Also, the last version of 3DL included in 4.8 is ONE version below several improvements in it...hopefully the finished 4.8 will include a slightly more recent 3DL build.
Okay. That may explain a problem I ran into last night while dressing Cory. I posted about it in the Cory thread.
There are problems with 3DL in 4.8...big ones...or should I say Shader Builder as it relates to 3DL.
Also, the last version of 3DL included in 4.8 is ONE version below several improvements in it...hopefully the finished 4.8 will include a slightly more recent 3DL build.
What problems - so far I've not run across any? I haven't come across any problems with shaders I have I don't use shader Builder myself. I thought that this version did use an updated version of 3DL as I said it has fixed some problem that were present in previous versions of DS.
...for the most part same here, with one exception: For some reason I find the progressive rendering mode actually takes longer than the the bucket mode. For one scene I rendered it took well over an hour whereas it only took about about 28 minutes using the default render mode.
Progressive rendering used to be faster in previous releases.
I see, well, with a new toy to play with, it doesn't surprise me that 3DL got overlooked a little. We'll see what happens with the final release....
CHEERS!
There are problems with 3DL in 4.8...big ones...or should I say Shader Builder as it relates to 3DL.
Also, the last version of 3DL included in 4.8 is ONE version below several improvements in it...hopefully the finished 4.8 will include a slightly more recent 3DL build.
What problems - so far I've not run across any? I haven't come across any problems with shaders I have I don't use shader Builder myself. I thought that this version did use an updated version of 3DL as I said it has fixed some problem that were present in previous versions of DS.
It does...but it missed a couple of nice fixes and speed optimizations, by one version...so it's likely that the final version in the actual release will be past that.
Most of the problems are with shader creation...and of course the things missed by the actual version of 3DL used.
Which mode is faster depends on the lighting complexity; some setups will be faster with progressive, some will be faster with buckets. Looks like the new 3Delight version must have moved the goalposts a bit.
What problems - so far I've not run across any? I haven't come across any problems with shaders I have I don't use shader Builder myself. I thought that this version did use an updated version of 3DL as I said it has fixed some problem that were present in previous versions of DS.
It does...but it missed a couple of nice fixes and speed optimizations, by one version...so it's likely that the final version in the actual release will be past that.
Most of the problems are with shader creation...and of course the things missed by the actual version of 3DL used.
...hopefully if they fix the shader creation routine, we may in turn see the fixes to issues with AoA's effects cameras as well because something broke with the rollout of 4.7.
Weird problem with Fighting Monk for Genesis 2 Male in Iray: the right wrist guard (and only that component) ends up lighter than the left one, as if it either has a high specular or a desaturated base. Anyone else seen anything like this? I cannot see any difference between the left and right surfaces; and all the wrist guard surfaces exhibit this.
Argh!...another crash and my render going to trash... :shut:
Hy everyone,
Sorry for my english first...
How to use a HDRi map under DAZ Iradium?
When I load a HDRI file (I dont' test .EXR files) in "Environement - Backdrop", there are not orentation options for this map.
This HDRi map is seen unfolded, but all interset to view a hemispherical environement is lost...
I have to find a orentation systeme under Iray Render settings, but I don't understand his operation. How to have one seen of this map in the scene construction?
Thank's for help.
It's a little confusing since we've only just gained the Environment pane, but you don't use it for Iray - instead you use the Environment group in the Render Settings pane.
I feel compelled to clarify the misconceptions behind these statements.
It's not "3Delight" you are talking about. You are talking about the "oldschool" CG methods - those that will not calculate indirect light effects for fear of long render times.
3Delight is perfectly capable of physically based shading and rendering.
The only caveat here is that 3Delight is a toolbox rather than a tool, to put it figuratively. You have to have shaders that would invoke this or that function of the renderer, and you have to specify certain options to optimise certain aspects.
3Delight integrations with Maya and other hi-end software packages come with example shaders that make use of all the things required for a contemporary workflow, and with all the controls exposed to the user via respective plugin interfaces. But DAZ Studio shaders these days are still very much "oldschool" (and very few DS users actually write their own), and most other controls are hidden behind "scripted rendering". That's basically what creates the totally skewed perception of 3Delight in this community.
There are a lot of blanket statements made these days all over the web whenever there are DS users: like, this or that "cannot be done in 3Delight". And 99% of the time, these statements are plain wrong.
The issue is not 3Delight, but DS integration not being particularly user-friendly when it comes to "advanced" effects, that's all.
What direction is your sun or HDR light coming from? It looks to me like you have the right gauntlet (the one further away) in the light & the other one in the shade, which will appear darker.
What problems - so far I've not run across any? I haven't come across any problems with shaders I have I don't use shader Builder myself. I thought that this version did use an updated version of 3DL as I said it has fixed some problem that were present in previous versions of DS.
It does...but it missed a couple of nice fixes and speed optimizations, by one version...so it's likely that the final version in the actual release will be past that.
Most of the problems are with shader creation...and of course the things missed by the actual version of 3DL used.
...hopefully if they fix the shader creation routine, we may in turn see the fixes to issues with AoA's effects cameras as well because something broke with the rollout of 4.7.
As a matter of fact the problem is in the shader loading routine, when shader gets loaded all the "Variable [fixed]" bricks lose the correct variable reference this happens when loading shaders from DS versions 4.6-.
What direction is your sun or HDR light coming from? It looks to me like you have the right gauntlet (the one further away) in the light & the other one in the shade, which will appear darker.
I only posed the guards that way to bring them closer together; they look the same in the default T pose, and irrespective of camera angle. I should have attached an image where the only lighting is a sunless surround, which shows the same effect. I am certain it is not a lighting issue. It also occurs with this one product even when alternate materials are applied.
I could be way off..but it could be that the polys are facing the wrong way (in not out) on which ever one was created second. I know I did a render the other day where 3 polys were darker and it has to have been due to that. It is one of those things that does not always show up as an issue.
That is especially likely if the second one made was actually just mirrored...
It does...but it missed a couple of nice fixes and speed optimizations, by one version...so it's likely that the final version in the actual release will be past that.
Most of the problems are with shader creation...and of course the things missed by the actual version of 3DL used.
...hopefully if they fix the shader creation routine, we may in turn see the fixes to issues with AoA's effects cameras as well because something broke with the rollout of 4.7.
As a matter of fact the problem is in the shader loading routine, when shader gets loaded all the "Variable [fixed]" bricks lose the correct variable reference this happens when loading shaders from DS versions 4.6-.
That would be an internal DS scripting problem and nothing to do with any of the actual shader compilation steps.
...yeah,someone was able to do a fix for the Graphic Art Camera but it had to be done for each effect and even after watching the tutorial I am still baffled.
Scripting and/or using the Shader Mixer is about as comprehensible to me as Blender.
No fix yet for the Colour or Vignette effects for the Atmospheric Cameras.
I feel compelled to clarify the misconceptions behind these statements.
It's not "3Delight" you are talking about. You are talking about the "oldschool" CG methods - those that will not calculate indirect light effects for fear of long render times.
3Delight is perfectly capable of physically based shading and rendering.
The only caveat here is that 3Delight is a toolbox rather than a tool, to put it figuratively. You have to have shaders that would invoke this or that function of the renderer, and you have to specify certain options to optimise certain aspects.
3Delight integrations with Maya and other hi-end software packages come with example shaders that make use of all the things required for a contemporary workflow, and with all the controls exposed to the user via respective plugin interfaces. But DAZ Studio shaders these days are still very much "oldschool" (and very few DS users actually write their own), and most other controls are hidden behind "scripted rendering". That's basically what creates the totally skewed perception of 3Delight in this community.
There are a lot of blanket statements made these days all over the web whenever there are DS users: like, this or that "cannot be done in 3Delight". And 99% of the time, these statements are plain wrong.
The issue is not 3Delight, but DS integration not being particularly user-friendly when it comes to "advanced" effects, that's all.
...Yeah I've seen some very good results on the 3DL Shader and Scripted Rendering Threads. Sadly, most of the discussion went way over my head. Scripting is definitely not for me, and the shader mixer/builder is so bloody confusing just to look at let alone work with.
I find working with Lux and Iray materials/shaders to be much easier to understand, especially Iray, as I can do it all in the Daz Surfaces tab.
I don't have the cameras, so I can't delve into what's wrong with them...AoA's store is one of the things that drives me nuts...because it usually comes up on sale when I don't have the money to take advantage of it.
...same for Stonemason and me (Stonemason's store is 60% off today).
Will GenX2 work in the beta if I just copy the files from the release version? DIM doesn't currently install it to beta versions, and it's becoming a pain in the rear having to swap back/forth when I need a quick transfer.
It should - but to be on the safe side, work from the DIM list of installed files on the release version. IIRC, there are a couple (the clones?) stuck in non-standard locations.
http://www.daz3d.com/forums/discussion/54423/#797239
Ahh the queen of links. Thank you!
(your bookmark list must be HUGE)
In this case it was a memory of having read a fix somewhere and using Google - LOL