Neon Surfaces Anyone? Strange Question...
Spectre576
Posts: 53
in The Commons
Here is a strange one but I recently started gettting these neon surfaces when I open up scenes. When I render it looks just fine. I was playing around with the Tool Settings > Surfaces tab the other day so I am wondering if that has anything to do with it. Does anyone have any idea about what is going on here?

Comments
Here
From what I gather, surfaces that use shaders instead of textures are showing the neon surface. I think it was one of the DS updates that did this.
My guess is to tell easily what type of surface is being used on items in a scene quick and easy.
I get this occaisionally. Its extremely annoying, making it quite difficult to really see what I am doing. Fortunately, at least for me, it doesn't happen often.
It only started happening recently after the last Daz update any thoughts?
.
I've seen it a lot, it's annoying and makes it seriously hard to actually do what I want to do. Cause when I change the color of something with a shader, it doesn't always show the new color instead I see Another neon color and only way to see the result of the shader, is to do a test render.
It's not all products that do this for me, but there is a lot. And sometimes shaders I use cause it to happen too. Lately I've started to replace the products, or shaders, that does this (when it's possible) because it's so freaking annoying and it actually makes it Harder for my eyes
Sorry for the late response I was out of town, but do you have any ideas about hot to fix this?
Recently? The last Studio update was in December 2017. FWIW I don’t get odd results with shader packages.
3DL or Iray? Can you show it rendered as well as preview? What product is it?
This has happened to me a few times. When I turn on preview lights (Ctrl+L) it goes away.
I don't think the renderer matters (Iray or 3DL) as it's happening in the preview window.
Ive seen this with several hair styles since 4.10.
Yeah me too! Any ideas?
It's a known issue, I don't think anyone has found a workaround.
Thanks for the response!
You can edit the custom shader in shader mixer to add an ambient color parameter and then just hide that parameter. However to get it to work seamlessly with presets you would need to save your new shader variant over the old one. This is not something I would recommend doing if you do not know shader mixer or if the shader has custom parts that turn off and on depending on parameter values.
Is that what it is!?! So good to know. I've got a few custom shaders in the works, so i'll be sure to include the ambient color, even if it isn't used. Cheers!
Yep, I have one in all the shaders I'm toying with right now and they all don't have any flashing problems. I just have it set to black and hidden so it's hard to accidentally mess up the preview. It doesn't have to be connected to anything. I think what's happening is the OpenGL is looking for an ambient color to preview and when it doesn't find one it glitches out. In the uber shader either the emissive color is also linked to the ambient preview or its hidden name is also Ambient Color, I don't remember which off the top of my head. A lot of stuff in the uber shader has parameter names that aren't the same as the label to match the 3DL shader parameter names and preview the same way.