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This is a very timely post. I ran into this very problem with spotlight ray length a couple days ago. I wonder if it is a bug or if it is an attempt to model fall off or something. Thanks for documenting it here.
That's a very good tip, thanks for sharing , I need it yesterday so badly and since spot light is only light right now that have correct shadows even better
I checked all options yesterday but skipped the Display lol
and regarding comments , no your can't get the image URL before you post, I tried but it only give me a thumbnail URL and not the actual one to the image
maybe there is other way but not sure.
BTW Michael 4 birthday is in 2 days , November 20 , 12 years old
I converted M4 to Filament and some old clothing, adjusted the albedo and new reflectance settings ,I have so much animations for Animate2 to use with M4 and works so quick in real time
I did not used M4 since Genesis arrived to D|S , and yes it have separate nostrils material zone so it doesn't glow as much
I need to try my old textures for M4 and some morphs since this texture have so low resolution and horrible bump maps that are not usable at all
I'm looking for some more advice. I did a scene with Rural Chateau bundle Iray Addon, It is an interior scene and I don't believe there are any geometry gaps between the walls and floor, but I get bad "light leaks". I'm guessing it has something to do with AO, but I can't find any settings that fix it. It only happens when I have a distant light in the scene. The distant light has Ray Traced Shadows. if I light the scene only with HDRI, the "light leaks" don't occur.
Also, I couldn't get the distant light to shine through the glass windows. I finally used the geometry editor to delete the "glass" polygons.
It is in filament right ?
To me it looks like light refleftions , did you edited proper the reflectance and roughness ? reflectance around 0.36 , check the shader
why? because I see the same thing on top that should be not there , strong reflection
the light will passing through in filament into any objects from HDRI , check the glossy reflectivity settings , that may be the only fix.
With the windows , the refraction in Filament works only partially , the light from Distant Light will no pass through only HDRI light but it do to any objects and surface anyway. There is no volume or caustics in Filament and thing like bending light don't accure , when you use refraction on eyes , only HDRI light will pass through , distance light will causes shadow of the cornea .
Even if you use Cutout opacity at 0 the Distant light still create shadow of the full object and not just what you cut out , that's why trasmapped hair will create full geometry shadows and not just from the hair that are visible
Talking about Cutout Opacity , the shadows will not be accurate with Transmapped hair while using Distant Light or Spot Light at this moment in Filament
The reflections are working proper on the areas that was cut out of the sphere using alpha maps .
So the geometry on top of the hair will create shadow on everything else below that
It is Filament, yes. Thank you for the info. I did make an effort to change the glossy settings according to your previous advice, but maybe there are surfaces that I missed. I will check again.
I don't understand what is demonstrated in the first image. What makes part of the sphere gray? Is it cut out but still reflecting the gray environment? What does "no pure RGB 255" mean? It looks like the shadow only shows part of the sphere, but in the other two image examples, the shadow is the full sphere. What made the first image have only a cutoff shadow?
What make the sphere half gray? when using Cutout opacity as Transparency slider
Pure white and black is what you use in the Cutout Opacity map , most important is to have pure black color background in the map, if the value is less it will flipp and create bad effect
the half shadow you see from the sphere is the Distant Light shadow that I have issues with , on some angles of the camera it cut off the shadows , it may be a bug
Pure white in RGB is 255 for each color Red: 255 Green: 255 Blue: 255 when you create maps for Cutout opacity , the maps need to have the pure white value for the surfaces on the object you want to be visible and the pure black for the background where you want the surface to be invisible . In short pure black color will cut out the model surface and make it invisible .
Check the shaders of the interior , I am almost 100% sure it is the glossy settings , remove the HDRI or turn it off , and check with the distant light only , if you still see the light then it is other issue than glossy
I thought I found the culprit for the rural chateau reflections. Some surface had top coat on. So I set that to 0 for all surfaces. It really made no discernable difference. I verified that the glossy settings were correct. So, I created a simple scene. I made a primitive cube and deleted some polygons to allow light in. I put my camera inside the cube. I set the cube surface glossy settings as you described in your card. I set the environment light scale to 0 and added a pink distant light with ray traced shadows. There are unexpected stray pink reflections or light leaks all over the place.
I am attaching my scene. It has an animation that rotates the pink distant light.
I am attaching a screenshot showing the distant light rotation at frame 0.
That is the issue with Distant Light and shadows , They already looking into this issue as I just reported , that the reason for my issues too with Distant Light
What card you use for Filament ?
My graphics card is GTX 980ti. Does it make a difference?
It may be, I see GTX users have Distant Light issue and RTX spot light changing intensity when zoom in and out , there is a pattern and definitely a bug .
2 builds ago I did not had this issue .
Thanks. That was very helpful partial summary. I always assume the PAs are trained in PBR standards that make the DO models but now I realized they are probably just copying prior DOs settings. I wish they were trained because I am not & that is a partial reason why I buy professional products.
To tell the truth I have to edit most all products shaders I own .
Just don't get the idea that perfect PBR shader settings will work the same way in iray and Filament, as that is not always the case as many functions that work perfect in iray will not work in Filament at this moment .
Specular/Glossiness shaders have higher range of details and possibilities in settings in iray than Metallicity/Roughness base shaders that are more simple , for the same reason Metallicity based shaders works better in Filament than Specular/Glossiness shaders as not all functions will be used in Filament .
So if you come across a surface that renders bad in Filament not meaning it is always bad settings , but there are some things that are completely out of this earth and totally wrong .
That why I was very happy about Filament , as that is the kind of engine that most people use to work with when creating PBR shaders for Iray or game engines , it is a good guide for the people that doing things out of their imaginations , you don't need to have a training for that, just follow the simple PBR rules.
And that is all about the training for base PBR Metallicity/Roughness base shader .. not hard to follow basics that will works great in Filament and Iray
That would be helpful to see if that is really the case and easier for DAZ team to locate the issue , as most people using RTX don't experience my issue at all .
Please also check the Spot light also , and see if it really change the light intensity when you zoom in and out the scene , I don't have that issue but I saw RTX users do
So, although all this behavior is suspect and probably buggy, it is consistent for me between RTX and GTX.
@MEC4D what was the specific issue you had that you wanted me to check on RTX? Do you have a scene file to post that I should render on RTX? You said "most people using RTX don't experience my issue at all"
There is not problem here with the light but the shadows that do not render proper when using Distant Light for the same reason you have the light leaking issues as there the shadow should stop it , but it doesn't
same issue different scenario
load the scene with the plane and ball and change the angle of the Distant light to -45 or -90 and see if the shadows are accurate from the sphere and not cut off in half , you can set the camera to top view and see if there is full shadow or not
@barbult I used your scene
Your scene renders the same way on RTX 2060.
@barbult Thanks a lot, so now we know for sure , going to repot
What happening in your box scene is that only half of the shadow is created and the rest of the light is passing through the object , all lights source passing light through objects in Filament if there is no shadow active , and as in our case, only half shadow .
Oh, so now it is making some sense - BUG!
a HUGE one .. I think I noticed it in your building scene as I missed the shadows on the other left plant
they looking into it already so gonna be fixed with upcoming releases .
Great! That should be an improvement that is noticeable.
@MECH4D you are making a set of shader presets to properly convert at least the more recent Genesis 8 products to a more proper set of PBS settings so they work better in Filament? Thanks! And I'll buy a copy too!
I got this on a video uploaded October 19
hindsight is a wonderful thing for critics, I had not even learnt of the Filament draw options or anything yet
I was playing with the beta
Ok no problem
Wendy, there is not much to learn about , each scene need own adjusting so not like there is one preset for everything , all depends of how much stuff on the scene, how close to each other and how good it looks for you
hindsight are OK as you can see what's new, sadly he forgot about the shadows, most important feature in Filament to get some dissent look from the scene . Also Filament need Enviorment map to works proper and reflect materials the proper way and not just an empty scene with a spot light, that's the whole purpose of it , unless you doing a walk in a space
balancing the Ambient light with the spot light/Distant light is a key