DAZ Studio 4.5 Apply color to "Plane" Primitive on backside - Inside "Cube"

linvanchenelinvanchene Posts: 617
edited November 2013 in New Users

edited and removed by user

Post edited by linvanchene on

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  • barbultbarbult Posts: 3,484
    edited December 1969

    I don't know the answer, but one question comes to mind - What do you have your Max Ray Trace Depth set to in render settings? If you increase that, does it make a difference?

  • linvanchenelinvanchene Posts: 617
    edited November 2013

    edited and removed by user

    Post edited by linvanchene on
  • jestmartjestmart Posts: 1,819
    edited December 1969

    It is most likely normals. In the case of the cube its normals would point outward. With the planes by rotating them both 90 degrees the normals are both pointing forward.

  • mjc1016mjc1016 Posts: 7,936
    edited December 1969

    What version of Studio are you running?

  • Richard HaseltineRichard Haseltine Posts: 19,981
    edited December 1969

    Which shaders do which? The default DAZ shader should treat both sides the same, but others may well take account of the facing of the normal - I suspect if you put a plane facing the mirror beyond the "black" plane you may see it, as it may well be that the normal away side is not rendering at all.

  • linvanchenelinvanchene Posts: 617
    edited November 2013

    edited and removed by user

    Post edited by linvanchene on
  • Richard HaseltineRichard Haseltine Posts: 19,981
    edited February 2013

    The UE dome is, by default, set to be invisible in renders. It's theer simply as a guide, to show you how the environment map is placed around the world, and could be deleted without changing the way UE works.

    Post edited by Richard Haseltine on
  • linvanchenelinvanchene Posts: 617
    edited November 2013

    edited and removed by user

    Post edited by linvanchene on
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