Auxilary Viewport translucency issue. [RESOLVED]

AnotherUserNameAnotherUserName Posts: 2,727
edited December 2018 in The Commons

Lately im having an issue with my auxilary viewport. When I load a character the translucency color of a characters skin is overpowering all the other surface settings of the character. So if the characters translucency color is red, the characters skin will display as a bright, vibrant lobster red. This dosent carry over into the final render. I do use my auxilary viewport all the time though and this issue is making it somewhat useless. Ive made two changes daz lately that I think may have caused the issue. The first was installing Render Throttle for Iray, https://www.daz3d.com/render-throttle-for-iray . Im wondering if this made some settings change that I cant find. I uninstalled this after I started having this problem. The second thing I did was change my workspace. Again, wondering if maybe that changed a perticular setting.

Anyone have any ideas? Thanks.

Post edited by AnotherUserName on

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  • AnotherUserNameAnotherUserName Posts: 2,727
    edited December 2018

    I found the issue. Render throttle had changed a setting in my Draw Settings menu. That makes sense considering that Render Throttle uses Draw Settings to do what it does. I f anyone wants to reproduce the issue I was having, put your render mode in photorealistic. Then open your Draw Settings menu (Window>Panes>Draw Settings). Select Nvidia Iray from the Drawstyle dropdown menu. Your viewport will then switch to iray mode. Select the Drawing options in the Draw Settings window and change that from photoreal to interactive. Close the Draw Settings menu. Open your Auxilary Viewport (Window>Panes>Aux Viewport) and load a character that has a nice red translucency or other color translucency. Put your auxilary viewport into iray mode and you should see your character display with a really obnoxious translucency.

    This brings up another question about draw settings vs. Auxilary mode. Ill start a new thread for that one.

     

     

     

    Post edited by AnotherUserName on
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