Urban Living is a keeper.

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Comments

  • frankrblowfrankrblow Posts: 2,052

    https://www.daz3d.com/urban-living_KindredArts

    Urban Living is a keeper! Thanks, KindredArt. Great value for money. There's add ons I could wish for, but that would up the expense; like a single apartment with interior, and opening doors and windows - maybe one day?

    As it is, the full set opened in Studio as a huge city block, but, after adding a G8M and a V3 character, it all rendered in about eight minutes (GTX1080, i7-7700, 32Gb RAM) as a 1920 x 1080 image. This is a small fraction of the set.

    maybe you could just hide a particular door or window somehow, and add a single rigged window/door prop instead? there are many freebies out there, and also shop items...

    You are right, ManekiNeko. My comment was not a complaint, just an observation. After all, there is always room to improve any product, though the creator has to draw the line somewhere.

  • Deadly BudaDeadly Buda Posts: 155
    edited March 2019

    Ok, the problem is reproducable as follows:

    1. Load Large building into new scene. Render. Everything is fine.

    2. Move the building backwards on Z axis. Spin the perspective view to get a better look. Render. Graffiti alpha mats turn black.

    This happens even with Memory Optimization on "Speed".

    Post edited by Deadly Buda on
  • Deadly BudaDeadly Buda Posts: 155

    Hi everyone,

    I figured out what the problem is. It has nothing to do with the Urban Living prop. What it is is a bug in Daz Studio 4.10 in which transparency maps don't always work correctly when they are far away from the 0xyz axis. To fix this problem I now create 2 nulls. 1 null for the object and one for the camera. I move the nulls to the same spot so that the object and camera are closer to the 0xyz axis and it solves the problem.

  • xyer0xyer0 Posts: 5,747

    Hi everyone,

    I figured out what the problem is. It has nothing to do with the Urban Living prop. What it is is a bug in Daz Studio 4.10 in which transparency maps don't always work correctly when they are far away from the 0xyz axis. To fix this problem I now create 2 nulls. 1 null for the object and one for the camera. I move the nulls to the same spot so that the object and camera are closer to the 0xyz axis and it solves the problem.

    @DeadlyBuda, Could you elaborate please? I've never used a null. So, I don't know what you're doing. Parenting the nulls to the object and camera?

  • AllenArtAllenArt Posts: 7,145
    xyer0 said:

    Hi everyone,

    I figured out what the problem is. It has nothing to do with the Urban Living prop. What it is is a bug in Daz Studio 4.10 in which transparency maps don't always work correctly when they are far away from the 0xyz axis. To fix this problem I now create 2 nulls. 1 null for the object and one for the camera. I move the nulls to the same spot so that the object and camera are closer to the 0xyz axis and it solves the problem.

    @DeadlyBuda, Could you elaborate please? I've never used a null. So, I don't know what you're doing. Parenting the nulls to the object and camera?

    I would like to know this as well ;)

    Laurie

  • Deadly BudaDeadly Buda Posts: 155

    Hi xyer0, AllenArt,

    For some reason, whey an object is too far away from the 0 point of the XYZ axis, DAZ Studio gets weird with transparency maps. I don't know why, it's unpredictable, but it happens enough that this workaround may help sometimes.

    1. Create 2 NULLs with the default settings. Create> New Null

    2. "Parent in Place" all your objects in the scene to Null 1. Edit>Object>Change Parent.

    3. Move Null 1 somewhere so that you get your scene objects close to the 0 xyz point (the middle of the grid in the viewport).

    4. "Parent in Place" your camera to Null 2. Edit>Object>Change Parent

    5. Copy the XYZ coordinates from Null 1 to Null 2. This will recreate the camera view you had before, but in the new location so you can render the transparencies correctly.

    NOTE: I have had mixed results with this technique on animated sequences. I'm not sure why yet.

     

  • Deadly BudaDeadly Buda Posts: 155

    Ok, so an update...

    The null situation above works sometimes. In fact, sometimes you can just use one null rather than two, and parent both items to the null.

    I used the two separate nulls at one point in order to cure this weird problem with DAZ changing coordinates once an item was nulled. For example, a -300 y rotation might be reset to 60, thereby messing up the animation in the scene.

    My current workaround involves Graphmate plug in. What I do now is import a copy of the problematic object with its pre-nulled parameters. I copy its parameters in Graphmate and then paste them to the nulled figure. This seems to solve the problem. I then delete the object I imported.

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