pwSurface 2 Render Interface Error

Viper016Viper016 Posts: 159
edited December 1969 in The Commons

It seems to be working just fine in the render itself.
But is this error normal?

pwSurface2_error_v1.png
1365 x 736 - 221K

Comments

  • fixmypcmikefixmypcmike Posts: 19,685
    edited December 1969

    Severity 1 messages are just warnings -- make sure you're using the latest version of pwSurface2.

  • FishtalesFishtales Posts: 6,210
    edited December 1969

    I get that message every time I use it. It says in the documentation it is compatible with DAZ Studio 4 but I am using 4.6. It still works though :)

  • Viper016Viper016 Posts: 159
    edited December 1969

    Severity 1 messages are just warnings -- make sure you're using the latest version of pwSurface2.

    okay, thanks bub~

  • Viper016Viper016 Posts: 159
    edited December 1969

    Fishtales said:
    I get that message every time I use it. It says in the documentation it is compatible with DAZ Studio 4 but I am using 4.6. It still works though :)

    Phew~! Thanks bub~!
    I didn't want to use AoA_SubSurface (love dat 3Delight specular over phong) anymore because the lack of reflection mapping and a terrible glitch I get...
    my surface will render SUPER WHITE FILL with no shading and I would get a AoA_SS error...
    but pwSurface2 lets you choose Phong or 3Delight Specular and can use reflection maps I think xD

    P.S.
    is there way to get the pwSurface2 based IDL to render less dirty/pixelated?

  • FishtalesFishtales Posts: 6,210
    edited December 1969

    I'm not sure what you mean by 'less dirty/pixelated' they all look fine in any renders I have done.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Viper016 said:
    Fishtales said:
    I get that message every time I use it. It says in the documentation it is compatible with DAZ Studio 4 but I am using 4.6. It still works though :)

    Phew~! Thanks bub~!
    I didn't want to use AoA_SubSurface (love dat 3Delight specular over phong) anymore because the lack of reflection mapping and a terrible glitch I get...
    my surface will render SUPER WHITE FILL with no shading and I would get a AoA_SS error...
    but pwSurface2 lets you choose Phong or 3Delight Specular and can use reflection maps I think xD

    P.S.
    is there way to get the pwSurface2 based IDL to render less dirty/pixelated?AoA subsurface shader bug is due to a compile error. It can be fixed by deleting the precompiled shader in the Daz temp folder then running the render again so it recompiles. Generally it shouldn't happen too often for this to be a big problem.

    As for the 'dirty' look that's due to having insufficient samples in your occlusion. If you're using UberEnvironment or similar, try increasing the number of samples. A higher value gives a much cleaner look, but obviously also takes longer to compute. I usually put this at 64 samples, sometimes double.

  • Viper016Viper016 Posts: 159
    edited December 1969

    no guys xD

    The built in IDL effect in the pwSurface_2 shader effect that seems to only collect color filled diffuse bounce data and not texture based bounces o.o
    I can't use om_UberEnviroment_2 IDL (TAKES YEARS) just use IBL all day son! xD

    but wow guys, thanks for all of the help and how fast the help was received too freakin awesome!

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Viper016 said:
    no guys xD

    The built in IDL effect in the pwSurface_2 shader effect that seems to only collect color filled diffuse bounce data and not texture based bounces o.o
    I can't use om_UberEnviroment_2 IDL (TAKES YEARS) just use IBL all day son! xD

    but wow guys, thanks for all of the help and how fast the help was received too freakin awesome!

    Yeah, I don't often use the built in IDL settings. Again though, it's the number of samples which will affect the final appearance. Look at 'Gather samples' to find the solution to your problem. It'll increase render times, of that there's no doubt, but it will enhance the final appearance.
    pwsurface2.JPG
    512 x 526 - 51K
  • Viper016Viper016 Posts: 159
    edited December 1969

    Viper016 said:
    no guys xD

    The built in IDL effect in the pwSurface_2 shader effect that seems to only collect color filled diffuse bounce data and not texture based bounces o.o
    I can't use om_UberEnviroment_2 IDL (TAKES YEARS) just use IBL all day son! xD

    but wow guys, thanks for all of the help and how fast the help was received too freakin awesome!

    Yeah, I don't often use the built in IDL settings. Again though, it's the number of samples which will affect the final appearance. Look at 'Gather samples' to find the solution to your problem. It'll increase render times, of that there's no doubt, but it will enhance the final appearance.

    Thanks buddy~! I really appreciate the help.

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