Thanks to all those that have posted on this, in a perfect world its true that we would have knowledge of what works with what and what doesn’t.
Unfortunately as there is DS and Poser and a different development path for each, and each app has a host of different add ons and 3rd party developers making add ons and content for both apps,
This scenario becomes something of a problem for developers trying to make products that are compatible with other add ons in both Poser and DS.
Generally speaking its next to impossible to test all the problems that could arise with these add-ons in both apps, if you did you would spend about 1/10th of your time developing and 9/10ths testing, and that is the problem with these apps expanding in this way.
So I opted for testing with the default lights etc… that come with these apps ...basically for my own sanity LOL!!
On top of this both Poser and DS were originally designed to be figure/character apps mainly and not for large environments generally.
Now both apps have some quirks with large environments, but TBH Poser is a little less troublesome in this regard these days.
DS still has a few quirks (which I wont go into here) but I managed to find my way around them, and its default lights are not nearly as versatile as Posers,I just wish they were because this would help a lot for future Worldbase development.
I have been checking for quite a while using the Daz lights in different configurations and I cant reproduce this problem yet.
I also located the Uber environment lights ...but they seem to have very little shadow parameter control even with the show hidden properties enabled (this cant be right)
I selected Uber Environment Base.DSA…but there is no shadow intensity/color just an option to select Raytraced or shadowmap etc.
So its difficult for me to test it (I am using DS 4)
But I am thinking that there is something in UberEnvironment Lights that does not calculate distance and shadows properly (in a large world sense).
Because the problem is appearing on the outer mist and these use trans maps, I am reasonably sure that those lights are not calculating the transmap falloff properly at the distance, I suspect that these lights were made for quite small environments, I could be wrong but thats what I think.
Remembering that you could literally fit 100’s of Streets of Asia probably even more into the WorldBase XT, an example is the new city I am building..its very large…and you could probably fit at least 20 to 30 of those in Worldbase-XT.
The point being I am pushing the envelope with the Worldbase-XT because as architecture becomes more sophisticated and these Poser and DS become more powerful also…there will be a need for much larger environments and I am addressing that now.
So hopefully something will work out, I do appreciate all the feedback and let’s see what we can come up with.