Your instructions are helping me understand how this works, but I still have a lot left to learn about all these settings and what each one does. I’ve pretty much avoided deep shadow maps lately, because almost every render is destroyed by the sparkly red and blue squares. I’d hoped that would be fixed in 4.5, but for me, it seems much worse.
I did three renders to compare. All three used UE2 Occlusion with soft shadows. (I wonder in what order DAZ will show the attached pictures???)
1) DAZ Default shader on hair, raytraced distant light, no geometry shell (This is the baseline without fantom occlusion).
Shadows of hair strands show on face and hair layers are clearly visible with top layer shadowing lower layer.
2) Geometry shell, raytraced distant light, hair cast shadow ON, shell cast shadow ON, Hair accept shadow OFF
Shadows of hair strands show on face (because hair is casting shadow with raytracing using hair transmap?)
Hair layers are not visible, because hair is not accepting shadows, so top layer does not shade lower layer.
Is it correct to have both the hair and the shell casting shadows?
3) Geometry shell, shadow mapped distant light, hair cast shadow ON, shell cast shadow OFF, Hair accept shadow ON
Shadows of hair strands do not show on face (because shadow map does not use hair transmap?)
Hair layers are visible because hair is accepting shadows
Render is pock marked with red and blue rendering errors
So, am I homing in a correct combination of settings to get the best out of fantom occluding? I appreciate any observations you make.