How do you correct DAZ 3Delight making SSS shaders render all white?

Is there a fix for this?

Comments

  • nattaruknattaruk Posts: 547

    Aggravating isn't it!? angry

    In my experience saving the scene, then restarting Studio and trying again fixes this. Reloading the offending materials occasionally works.

  • Yes, Nattaruk! Frustrating as hell. The only explanation I've heard is it's some wrong code or something with the shader. My gut feeling tells me that 3delight SSS eats tons of memory and DAZ gives out on memory quick with 3delight for some reason. Us reloading the shader is reminding DAZ what the shader is and does.

    With all the brainiacs here, there's gotta be a simple answer that stops DAZ from just giving up on it and rendering white.

  • Is SSS an actual built in capability of the base 3Delight engine or is DAZ adding SSS as a new type of render element to 3Delight's engine? and that's causing the problem?

  • nattaruknattaruk Posts: 547

    It certainly looks like a memory issue. Also I've only ever had this problem with the AoA subsurface shader; I've not seen it when using Ubersurface, so I think the problem is an issue with the AoA shader.

    I believe, (but could easily be completely wrong...) that SSS is built up from 3Delight primatives in different ways by each shader rather than being a single feature.

    A fix would be welcome indeed!

  • Sven DullahSven Dullah Posts: 7,621
    edited October 2019

    Agreed it's frustrating when that happens. I believe it's basically an issue with Shader Mixer, as the AoA SSS is a SM network. And SM is not exactly bug free. As nattaruk mentioned, restarting DS is one way of dealing with it. Another way, without having to quit DS, is to navigate to the temp files folder and deleting the temp files. Hitting render forces DS to re compile the shader.

    Post edited by Sven Dullah on
  • jestmartjestmart Posts: 4,449

    Just delete the "brickyard" folder in the temp folder.

  • MistaraMistara Posts: 38,675

    iirc it happens when two of the values in the shader's channels exceed 100%

    the fix was to lower those values to bring them down to 95% combined

    forgot which 2 values, there is a thread with the info.

    mebbe R. H. remembers 

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