3Delight Surface and Lighting Thread

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  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    mjc1016 said:
    maybe we should put in a feature request to add compile options to SB?

    Also the annoying, often at a critical time...like right after you've finished adding all the user controls to a new, imported shader, but before you've actually saved it SB crashes...usually, it's an unhandled Qt exception, if you look deep enough or care enough to look.

    I second the "add compile options to SB" thing.

    I still need DS3 on Windows 8, and boy that was a spectacular feat when I finally got it set up. So yeah, I imagine your Bryce story is even more splendid. Tequila anyone?

    That annoying thing has happened to me, too... and then, saying yes to the "add .sl macro to repository" dialog makes DS crash at least in half the cases. I also crash a lot now that I am fighting with LAMH. I haven't checked those particular crashes, but with all the other random ones, particularly those related to shader builder, yup those tend to be unhandled Qt exceptions.

    Is there an autosave timer in DS somewhere? If not, we could probably ask for that, too.

    I need to check out the progress of the DAZ Script docs being updated when I have enough time. I truly hope Rob is going to get the how-to on collect&localise; up there, along with the motion blur setup for scripted rendering and the ins and outs on the updated camera classes..

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969


    Is there an autosave timer in DS somewhere? If not, we could probably ask for that, too.

    I need to check out the progress of the DAZ Script docs being updated when I have enough time. I truly hope Rob is going to get the how-to on collect&localise; up there, along with the motion blur setup for scripted rendering and the ins and outs on the updated camera classes..

    No, but I thought it was at least being considered for addition.

    Updated docs would be great, but Rob never seems to catch up, he's got a bigger 'need to catch up on' pile than I do...and I've been gone for 9 months.

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    mjc1016 said:
    maybe we should put in a feature request to add compile options to SB?

    Also the annoying, often at a critical time...like right after you've finished adding all the user controls to a new, imported shader, but before you've actually saved it SB crashes...usually, it's an unhandled Qt exception, if you look deep enough or care enough to look.

    I second the "add compile options to SB" thing.

    I still need DS3 on Windows 8, and boy that was a spectacular feat when I finally got it set up. So yeah, I imagine your Bryce story is even more splendid. Tequila anyone?

    That annoying thing has happened to me, too... and then, saying yes to the "add .sl macro to repository" dialog makes DS crash at least in half the cases. I also crash a lot now that I am fighting with LAMH. I haven't checked those particular crashes, but with all the other random ones, particularly those related to shader builder, yup those tend to be unhandled Qt exceptions.

    Is there an autosave timer in DS somewhere? If not, we could probably ask for that, too.

    I need to check out the progress of the DAZ Script docs being updated when I have enough time. I truly hope Rob is going to get the how-to on collect&localise; up there, along with the motion blur setup for scripted rendering and the ins and outs on the updated camera classes..

    That is why I stopped using SB too. can't code RSL2 and some annoying bugs. Happier with an advanced Text editor. You have syntax highlight, compile shortcut, autosave etc...

    I didn't try DS on my linux box but sure you'll have to deal with different path handling between Linux and windows if using Wine. Don't know how I would handle that. If I ever do the test and find a way out, I'll let you know

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited March 2015

    SB problems, lol. (unhandled "Max Q" exception)
    Well it has been determined that the "O"-rings do not work well after being in an environment below around 32F, and they do have other limiting factors as well. For instance, the SB dose not have a throttle, so the thrust is only controllable from the manufacture process, long before actual launch. Also, once lit, there going for the long haul unless some one is brave enough to 'Self destruct' them. The Self destruct process, while capable of reducing the threat to other equipment, dose not completely extinguish the SB, and has several unpredictable results. Not to say the least that the 'Self Destruct' can be catastrophic to any nearby equipment, and should only be used once the SB is well clear of the launchpad and other stuff (including people).
    lol.

    Did they ever fix that bump and displacement map inverting thing in the 'Shader Builder'? (not Solid Booster, or Solid Rocket Booster. lol)
    (EDIT)
    Also, dose the 'Shader Builder' deal with n-gons with more then 4 sides, any better then other shaders when running a render (Spot or normal)? or dose it instantly crash before optimizing surfaces as well?

    Post edited by ZarconDeeGrissom on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    That is why I stopped using SB too. can't code RSL2 and some annoying bugs. Happier with an advanced Text editor. You have syntax highlight, compile shortcut, autosave etc...

    Yeah, having no RSL2 support is disappointing. *sighs*

    I do a lot of cut & paste when working with shader builder, whenever I need to edit something in my "macro", between the "macro editor" and Notepad++. I hope the "macro editor" will get something like the Script IDE treatment some day.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969


    Also, dose the 'Shader Builder' deal with n-gons with more then 4 sides, any better then other shaders when running a render (Spot or normal)? or dose it instantly crash before optimizing surfaces as well?

    Shader Builder is just a plugin for getting your RSL code to hook up with DS. Bad geometry is bad geometry, whatever shader you throw onto it.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    I didn't try DS on my linux box but sure you'll have to deal with different path handling between Linux and windows if using Wine. Don't know how I would handle that. If I ever do the test and find a way out, I'll let you know

    Biggest annoyance....the total, mish-mash of file names, especially case, in the content. There is no 'automatic' when it comes to content installation...you either extract to a dummy folder and change the names or move every thing by hand (I prefer that method, because I've found that something reference named items that will come up 'not found', if the case is changed).

    I do a lot of cut & paste when working with shader builder, whenever I need to edit something in my "macro", between the "macro editor" and Notepad++. I hope the "macro editor" will get something like the Script IDE treatment some day.

    That would be sweet.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited March 2015

    While the userbase was raving about the Iray engine over the weekend, I soldiered on with my stuff... here's a no-postwork study of a character based on Antonia (yeah yeah yeah that old figure). LAMH hair, dynamic clothing.

    PS The particular shader on the dress and furniture/floor will be released later than the main kit - it's based on a non-SSS version of the RadiumSolid (very similar to what you get when not using SSS in that one), but it supports opacity and has a different specular model and a few other bells and whistles I am not yet done with.

    toni_oh_large_16m45.jpg
    875 x 1500 - 186K
    Post edited by Mustakettu85 on
  • wowiewowie Posts: 2,029
    edited December 1969

    While the userbase was raving about the Iray engine over the weekend,
    Hehehe, it's not that 'fast'. Had a friend tested it with his GTX 780. Behaves pretty much like Octane.


    The particular shader on the dress and furniture/floor will be released later than the main kit - it's based on a non-SSS version of the RadiumSolid (very similar to what you get when not using SSS in that one), but it supports opacity and has a different specular model and a few other bells and whistles I am not yet done with.

    Might be a good idea to list all the features of both shaders.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    wowie said:

    Might be a good idea to list all the features of both shaders.

    Right here as a teaser or in the documentation? Because in the docs, all the features are listed (or will be listed, in the case of the as-yet-unfinished shader) and are in the process of being explained to the best of my ability =)

    I'm going to take a look at Iray over the weekend.

  • wowiewowie Posts: 2,029
    edited March 2015

    wowie said:

    Might be a good idea to list all the features of both shaders.

    Right here as a teaser or in the documentation? Because in the docs, all the features are listed (or will be listed, in the case of the as-yet-unfinished shader) and are in the process of being explained to the best of my ability =)

    I'm going to take a look at Iray over the weekend.

    Well, right here would be nice. Basically a list of features that's done and ones still being worked out. Don't have to be super descriptive like a manual.

    If you want to look at iray, this might be useful - http://www.nvidia-arc.com/products/iray/mdl.html

    Post edited by wowie on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    wowie said:

    Might be a good idea to list all the features of both shaders.

    Right here as a teaser or in the documentation? Because in the docs, all the features are listed (or will be listed, in the case of the as-yet-unfinished shader) and are in the process of being explained to the best of my ability =)

    I'm going to take a look at Iray over the weekend.

    That will be one up on the 'Team'...if they get decent documentation for Iray, before the howling masses convene, I'll be amazed.

    What I don't get is all those jumping on the bandwagon without realizing WHAT they are jumping on...

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited March 2015

    wowie said:

    Well, right here would be nice. Basically a list of features that's done and ones still being worked out. Don't have to be super descriptive like a manual.

    If you want to look at iray, this might be useful - http://www.nvidia-arc.com/products/iray/mdl.html


    Thanks for the Iray link!

    Okay, you asked for the list, there you go :)

    RadiumSolidVariS:

    - SSS: raytracer-specific (those who want the oldschool one, and for REYES, will have to make do with US). SSS inherits maps from DS default diffuse; on by default, can be turned off. SSS defined by scatter/absorption, these are modulated by separate strength maps for those who wish to go crazy (albedo/DMFP will be in the next iteration). Oren-Nayar diffuse inside the prepass; a whole set of colour correction controls (for the prepass).
    - Specular: one Blinn, one Cook-Torrance. Fresnel, the whole deal. No colour mapping, strength mapping only. Strength and roughness mapped separately. The Blinn will inherit maps/settings of the default DS specular (sometimes a plus, sometimes a minus). Scripts provided to copy bump maps into roughness or strength channels.
    Plus a separate cheat-ish "Edge strength" channel - an ancient 3Delight-specific specular model with a fixed high roughness (and high Fresnel), fakes subtle skin "fuzz" efficiently enough most of the time.
    - Reflection: can be blurred; uses coordinate system from my scripts to fix the whole envmap direction ordeal (see this blog post of mine: https://mustakettu85.wordpress.com/2014/12/31/live-and-learn/ ); can be either oldschool envmapped or physically plausible raytraced (with the map filling in the "holes"). Fresnel. Reflection _colour_ (as in, UV-based texture) can be mapped. Also it can be desaturated to a desired degree.
    - Bump and displacement: what you expect. Maps tiled with the same switch as all the other maps. If you don't turn "trace displacement" on, you will essentially get another bump layer.
    - Diffuse: off by default; Oren-Nayar or artistic Lambertian; Oren-Nayar by default. Additive by default, can also be mixed (then values are sort of clamped). Mapped strength. Colour correction controls. There is a script that copies SSS maps to this channel.
    - Overlay Diffuse: a simplified version of the general diffuse: only Oren-Nayar and mix. For quickly adding eyebrows and stuff. Obviously strength can (and should) be mapped; colour correction controls provided.
    - Velvet: classic Stephen Westin velvet, colour and strength can be mapped.
    - Extra SSS backscatter: an algo to boost the effect of SSS on thinner geometry (based on Beer's law). Has two parameters to control light absorption, an overall strength multiplier (can be mapped) and a colour tint (can be mapped as well). Also a setting to preview the effects of this when SSS is off (for quicky finetuning absorption) and a switch to fix certain issues when the absoption ray hits something like an eyeball too early.
    - Maps tiling: what it says. This shader tiles all maps at once.
    - Raytrace controls: Max diffuse and specular bounce depths (per surface, can be set higher or lower than the global ones - but the total RT depth, the first one, should be higher that the max of these, otherwise no effect). Fix normals - not to be used with SSS on (it simply won't work), but when the shader is applied to meshes without thickness like dynamic clothing, this will, well, faceforward the normals when they point away from the camera. Light category - okay, AoA's flagging is supported, but my GI light does not support his surface-to-light shadows. So there will be my lights with full category support, and all the shaders come with it, too. Photon shading model: matte by default, but if you decide to turn SSS off and make a metal out of this shader, you can set it to chrome and render with caustics.
    Opacity is not mapped and it's only relevant for the viewport or primitive hitmode shadows maybe (haven't actually tested, but it should work that way). The shader itself always renders opaque (Oi hardcoded to 1).

    Phew.

    RadiumFabric as of right now: no SSS (not supported because opacity mapping is in); opacity map tiled independently, a separate colour map for transmission can be set (so that coloured RT shadows won't mess with the look of the surface itself); two Oren-Nayar diffuse layers, colour correction an'stuff; two Ashikhmin-Shirley specular layers with Fresnel and working anisotropy (arbitrary vectors can be set, not just dPdu); reflection is almost the same but no oldschool envmapping (I plan to add some extra stuff for better metals); velvet is the same; translucency as in "reverse diffuse", very oldschool but still useful for those no-thickness meshes; bump and displacement tiled separately from the rest (and also from each other). Raytrace controls the same, but you can disable its contributions to GI. Basically, not the most "new user"-friendly shader but flexible the way I want it to be. Doooocumentation is a must.

    Then there are reflective/refractive shaders, of which there are simpler ones to be used for non-shadow-casting stuff like corneas, for extra shiny coating via geometry shells (a simpler one and a one with mapped displacement etc), and then there is a glass-with-basic-absorption one (the vase in my recent caustics render here). That glass can do fake caustics, too.

    -----


    What I don't get is all those jumping on the bandwagon without realizing WHAT they are jumping on...

    They heard two words: "unbiased" and "physically plausible" (okay make that three words, two concepts). As if 3Delight cannot be either LOL

    Yeah I know. It's one of the best-kept secrets =)

    But hey, if Iray makes new users think in terms of physics, that's great.

    Post edited by Mustakettu85 on
  • wowiewowie Posts: 2,029
    edited March 2015

    They heard two words: "unbiased" and "physically plausible" (okay make that three words, two concepts). As if 3Delight cannot be either LOL

    Yeah I know. It's one of the best-kept secrets =)

    But hey, if Iray makes new users think in terms of physics, that's great.

    I doubt it. Brace yourself, for tides of bad iray renders will swept the DAZ universe. :)

    Thankfully, DAZ didn't mention 'unbiased' in the banners and the announcement.

    ---

    The features list looks good. If it does what I think it does, it may very well replace US2 for me. Well, for skin anyway. Don't know if its all possible to combine the shader into one huge super shader. Possible yes, but the writing the code would be a tremendous task.

    --

    I think this set light might be it. Looks good with just two lights too (UE2 and one distant light). Below renders are without and with reflection (fresnel is the same as the wide specular channel). Difference was 30 seconds (2 min 45 sec vs 2 min 15 sec).

    Btw, I really love the new Monique and Darius. Textures are awesome and I really like the head morphs. I agree that Monique looks a bit like Naomi Campbell.

    reflect.jpg
    800 x 1040 - 368K
    nonfreflect.jpg
    800 x 1040 - 366K
    Post edited by wowie on
  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited March 2015

    wowie said:

    They heard two words: "unbiased" and "physically plausible" (okay make that three words, two concepts). As if 3Delight cannot be either LOL

    Yeah I know. It's one of the best-kept secrets =)

    But hey, if Iray makes new users think in terms of physics, that's great.

    I doubt it. Brace yourself, for tides of bad iray renders will swept the DAZ universe. :)

    Thankfully, DAZ didn't mention 'unbiased' in the banners and the announcement.

    I don't think it will change people's way of thinking as math and physics are not that easy for everybody. Renders may be better at least for all that concerns architectural shading. Don't know for volumetrics.

    Rman and the likes will still have the upper hand on creativity. In my toolbox I'd says 3delight and blender cycles give more possibilities. For the ease of use Cycles beats everything hands down for me

    Anyway iRay is a nice addition to the toolbox. The advantage of 3delight and other such renderers will remain that they are not just limited to "unbiased" "physically plausible" "pathtracing"

    Post edited by Takeo.Kensei on
  • wowiewowie Posts: 2,029
    edited December 1969


    Anyway iRay is a nice addition to the toolbox. The advantage of 3delight and other such renderers will remain that tey are not just limited to "unbiased" "physically plausible" "pathtracing"

    I agree, it's a nice addition. And a free one at that. I'd say almost everyone got something out of this advancement. NVIDIA - market share, DAZ - a physically based GPU/CPU renderer, DAZ users - more stuff to play with.

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited March 2015

    wowie said:

    Anyway iRay is a nice addition to the toolbox. The advantage of 3delight and other such renderers will remain that tey are not just limited to "unbiased" "physically plausible" "pathtracing"

    I agree, it's a nice addition. And a free one at that. I'd say almost everyone got something out of this advancement. NVIDIA - market share, DAZ - a physically based GPU/CPU renderer, DAZ users - more stuff to play with.

    There's one other point I didn't check yet but it seems that you can also use ies profiles rather easily. That is one addition to the "thinkting in term of physics"

    Post edited by Takeo.Kensei on
  • wowiewowie Posts: 2,029
    edited December 1969

    ]
    There's one other point I didn't check yet but it seems that you can also use ies profiles rather easily. That is one addition to the "thinkting in term of physics"

    Nah. They'll probably stick to the lights like AoA's Adv Spotlight because it's more accessible to them. :)

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    wowie said:
    ]
    There's one other point I didn't check yet but it seems that you can also use ies profiles rather easily. That is one addition to the "thinkting in term of physics"

    Nah. They'll probably stick to the lights like AoA's Adv Spotlight because it's more accessible to them. :)

    Read through the Beta thread....

  • wowiewowie Posts: 2,029
    edited March 2015

    mjc1016 said:

    Read through the Beta thread....

    You need to re-install the lights. Same with US2.

    Just did a render with 4.8 and AoA's light works. Though I didn't try any flagging.

    I've rendered with UE2 and some distant lights. Everything looks OK to me. Indirect lighting with mustakettu's script is slower though. I think it was slower by about 20 secs. I couldn't find any info which 3delight build is integrated.

    Post edited by wowie on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    wowie said:
    mjc1016 said:

    Read through the Beta thread....

    I couldn't find any info which 3delight build is integrated.

    I think it is 11.0.130.

    The current stand alone, at least Linux version, just downloaded over the weekend was 11.0.142 (haven't gotten around to installing it yet, still at 11.0.124).

  • kyoto kidkyoto kid Posts: 41,844
    edited March 2015

    wowie said:

    Anyway iRay is a nice addition to the toolbox. The advantage of 3delight and other such renderers will remain that tey are not just limited to "unbiased" "physically plausible" "pathtracing"

    I agree, it's a nice addition. And a free one at that. I'd say almost everyone got something out of this advancement. NVIDIA - market share, DAZ - a physically based GPU/CPU renderer, DAZ users - more stuff to play with.
    ...unless you don't have the funds for a beefy Nvidia GPU with at least 1,300 -1,500 CUDA threads and 4 GB VRAM to really take advantage of it.

    Testing the "new" version of 3DL on a copy of an older scene file rendered in 4.,7 and I notice it renders darker even with with all the same light and render engine settings. Also transmapped shadows look somewhat 'splotchy". Nothing in the scene was changed save for having to reload the Advanced Lights (one ambient, one distant and on spot as a point light) as they didn't work at all in the first test. all lights are in exact the same position using the same intensity, shadow, and colour values.

    Not sure if it may have something do with changes to the shader mixer.

    Post edited by kyoto kid on
  • wowiewowie Posts: 2,029
    edited March 2015

    mjc1016 said:

    I think it is 11.0.130.

    The current stand alone, at least Linux version, just downloaded over the weekend was 11.0.142 (haven’t gotten around to installing it yet, still at 11.0.124).


    Can't find that build in the 3delight's changelog page. DAZ will probably provide the info later.


    ...unless you don't have the funds for a beefy Nvidia GPU with at least 1,300 -1,500 CUDA threads and 4 GB VRAM to really take advantage of it.

    You can use the CPU with iray. Render times should be comparable to 3delight.

    Post edited by wowie on
  • mjc1016mjc1016 Posts: 15,001
    edited March 2015

    wowie said:
    mjc1016 said:

    Can't find that build in the 3delight's changelog page. DAZ will probably provide the info later.

    Kyoto Kid said:

    ...unless you don't have the funds for a beefy Nvidia GPU with at least 1,300 -1,500 CUDA threads and 4 GB VRAM to really take advantage of it.

    You can use the CPU with iray. Render times should be comparable to 3delight.


    I'm going to try downloading it later tonight, so I'll know for sure, then.

    I'm going to try the 'sneaker net' install method. I've been pulling my hair out trying to get 4.7 64 bit running, so I'm not sure I can get 4.8 64 bit to run. (I keep getting weird errors like the 64 bit version has a 32 bit plugin or something in it...other 64 bit windows programs DO run, so I'm not sure what is up.) And if I do get it to run, I'm not sure that Iray will actually belive I've got a CUDA capable card installed. Although I can run Linux CUDA and OpenCL programs with great results, for some reason, I'm not sure that DS will see my lowly GT430 as CUDA capable...

    As to 3DL, my current setup runs it quite well...except the DS included version has some odd-ball behavior.

    KK...make sure that the gamma setting didn't get changed. That can account for the difference.

    Post edited by mjc1016 on
  • kyoto kidkyoto kid Posts: 41,844
    edited December 1969

    wowie said:
    Kyoto Kid said:

    ...unless you don't have the funds for a beefy Nvidia GPU with at least 1,300 -1,500 CUDA threads and 4 GB VRAM to really take advantage of it.

    You can use the CPU with iray. Render times should be comparable to 3delight.
    ...however that still doesn't take full advantage of the new render engine's real potential which is pure GPU mode.

    The 3DL render test I just ran took 14m 37s at 1,200 x 900 resolution.

    I will run a test with Iray in pure CPU mode (only have a 1 GB Nvidia GPU) in a bit to compare and will be monitoring my system's temps.

  • wowiewowie Posts: 2,029
    edited March 2015


    There's one other point I didn't check yet but it seems that you can also use ies profiles rather easily. That is one addition to the "thinkting in term of physics"

    Just tried rendering with the photometric spotlight with 3delight. Most of the extra dials don't work so it's basically the same ds standard spotlight. I'm guessing most of the IES stuff is limited to iray.


    ...however that still doesn't take full advantage of the new render engine's real potential which is pure GPU mode.

    I think the core engine is the same. The output will be the same. Render times of course will vary.

    Post edited by wowie on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    wowie said:
    I'm guessing most of the IES stuff is limited to iray.

    Yes...Renderman does have a way of using IES stuff..in Maya or something, but I don't think 3DL does...yet.

    If I remember, someone asked Aghilles (sp?) that a while ago, but since they changed their forums, I'm having terrible luck finding things on the 3DL forums. And I'm sure his reply was 'not yet' or something to that effect.

  • wowiewowie Posts: 2,029
    edited December 1969

    mjc1016 said:

    Yes...Renderman does have a way of using IES stuff..in Maya or something, but I don't think 3DL does...yet.

    If I remember, someone asked Aghilles (sp?) that a while ago, but since they changed their forums, I'm having terrible luck finding things on the 3DL forums. And I'm sure his reply was 'not yet' or something to that effect.

    At least now we have a reference. Load IES profiles and render with iray for reference and then try to match it with the corresponding light (point or spot). The same with materials.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    wowie said:
    mjc1016 said:

    Yes...Renderman does have a way of using IES stuff..in Maya or something, but I don't think 3DL does...yet.

    If I remember, someone asked Aghilles (sp?) that a while ago, but since they changed their forums, I'm having terrible luck finding things on the 3DL forums. And I'm sure his reply was 'not yet' or something to that effect.

    At least now we have a reference. Load IES profiles and render with iray for reference and then try to match it with the corresponding light (point or spot). The same with materials.

    Or load up a mirror-shaded sphere, an IES attached point light. square render, zoomed in and render that point light in IRAY....save as an HDR. Load a small sphere, turn into an area light and attach the just created HDR...

    Haven't tried it, myself but was reading about it on another forum recently.

  • fixmypcmikefixmypcmike Posts: 19,683
    edited December 1969

    Kyoto Kid said:

    Testing the "new" version of 3DL on a copy of an older scene file rendered in 4.,7 and I notice it renders darker even with with all the same light and render engine settings. Also transmapped shadows look somewhat 'splotchy". Nothing in the scene was changed save for having to reload the Advanced Lights (one ambient, one distant and on spot as a point light) as they didn't work at all in the first test. all lights are in exact the same position using the same intensity, shadow, and colour values.

    Not sure if it may have something do with changes to the shader mixer.

    Remember that the beta doesn't share settings with the release version, so it has default settings.

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