Does Mood Master work with DS 4.7? NOW AoA's Atmospheric Effects Cameras and DS4.7
WillowRaven
Posts: 3,787
Does Mood Master work with DS 4.7?
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WillowRaven
Posts: 3,787
Does Mood Master work with DS 4.7?
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I fI recall correctly: no. Most of the stuff that made that work went out the window when Stduio 4 came out.
So does Studio 4.7 already do it and I just never learned how (very likely)
Which render engine?
If its 3Delight, there is always this Atmosphereic Effects Cameras
Theres nothing native to Studio to achieve these sorts of effects (other than Ubervolume, which is of questionable usage), but the capability to build effects is in there (for 3Delight).
And there's this for Iray AtmoCam, I'm not enamored of it, but then I haven't worked with it much.
4.7 is 3Delight
Iray didn't start till 4.8
...two of the functions of the Atmospheric Cameras were broken with the 4.7 update. The Colour and Vignette Cameras no longer work.
None of Drealmight's lighting or effects plugins worked after 4.0. LDP was "revived" as LDP-R but now requires use of a 2D application whereas the original LDP and Mood Master did everything within the Studio programme.
I am more concerned with atmospheric and fog control. Is that still possible in 4.7?
..the Fog and Volume cameras for AoA's Atmospheric Cameras still work as advertised.
Awesome :D Now I just need to figure out how to do it. I have the pdf, but my brain glitches on those. Kow of any vid tutorials?
...not sure if any were made. Personally, I do better with PDFs as my retention with video is very poor.
There is a thread somewhere here about the Cameras, but as I understand, the Forum Search isn't working at the moment.
Of course the search isn't working, lol. And as mentioned, I am just the opposite. I need to see and hear to learn. I am one who had to actually attend college lectures to pass. I couldn't rely on the reading. I understand it's an ADD thing. I could sit there and sraw the whole time, only looking up when I wear something going on the board, but I had to hear the lesson.
I did a YouTube search and found one so far, so I will check that out while I wait to see if others have better links.
Do you happen to know if the DOF camera survived the update?
A better search is done with Google:
..the DOF camera did as well.
Awesome. And for any who may read this thread later, I found two great video tuts on YouTube. I haven't tried to put them to practice, yet, but they, at least, make sense to me.
DAZ Studio - Atmospheric Effects Cameras (except volume cam)
DAZ Studio - Volume Camera 01
DAZ Studio - Volume Camera 02
I thought that tagging broke the fog and voulume camera's for AoA;s set as I haven't been able to get it working since 4.7. Must try in 4.9 beta when I get a chance.
..flagging for the Advanced Lights when using SSS is what 4.7 broke. I don't recall any flagging/tagging needed when using the Atmospheric Cameras.
I think any official fix seems to have hit a bit of an impasse. The developer (AoA) feels that DAZ broke them when it changed the workings of an internal shader brick, and feels the solution is for DAZ to change it back. Since it looks like they did not do this in 4.8 or 4.9 (to my knowledge anyway) it seems that DAZ does not agree with the "fix", and now it may be too late if later products rely on the new behaviour of the altered shader brick.
...that is really disappointing as it means I will rarely use 3DL much anymore since the Cameras and Advanced Lights were very important for a lot of scenes I did as they reduced render time significantly compared to using UE.
That's likely why they haven't fixed it. Like their switch to genesis; once they have 'new tech', they do their best to fade out older tech, forcing those who like the older tech better to either conceed to defeat and make the change or leave Daz altogether (which works fine for those who also use Poser, but not for those of us who don't).
...if I had rememberd to DL a backup of 4.6 installer I'd be fine but that was the only version I didn't do that with (and I have installers all the way back to Daz 1.5).
This was probably the best "non UE" 3DL work I've done which used both the Advanced Lights and Atmospheric Cameras along wioth the SSS skin shader.
Please note that my post regarding the status of any fix was entirely my own assumption based on one post from AoA, it does not reflect any official positions of DAZ or the PA. I still do use the AoA lights for any 3DL work (although I much prefer iRay these days), any render without some level of ambient light looks pretty flat IMHO. Since I got my faster PC I am less concerned about any flagging bugs, as things tend to render pretty fast anyway without needing to flag the hair etc to reduce the render time.
If part of it is broken in later versions, then one would think that DAZ would specify that it only works in 4.6 or earlier versions and, yet, it says 4.8 on the product page. I bought it when I was using 4.5 version of DAZ which is what I had downloaded when I first started using it. So, presumably, I should be able to get it to work if I reinstalled 4.5. I've only used it occassionally, though, and I've never used the color or vignet camera, just the fog and volume camera. There should be a warning for newer users that part of this product no longer works with later versions of DS.
..agreed. Same for the Advanced Lights with regard to flagging SSS shaders and the fact that none of the Graphic Art Cameras work at all after ver 4.6.
Thanks I will have to go and retest this as I couldn't get the darn flagging for fog or volume to work.
Yeah, that really surprised me about Val. He had some great lighting setups and let them die on the fine when Studio 4 came out. I had purchased all of his lights until then.
So I know very little about shaders or the workings of the shader mixer, but: How hard would it be to create a "legacy 4.6 <whatever>" brick that could then be used in place of the new one? Maybe not possible if it's something with the way the brick interfaces with everything else, but perhaps possible if the changes were internal to to? Of course that would still require redoing and repackaging the shader, but perhaps it would be a potential workaround if there is no other one?