Spot Rendering Issue Since Daz Update

I spot render a lot, typically half of a scene at a time; left side of scene and right side of scene and noticed that since the update of Daz a few days ago, a tiny bit of the bottom, left and right edges of the scene are the grey checkerbox pattern, meaning nothing is there.

Why is this happening? Never used to. Is there a known fix I am just unaware of? The top edge is fine.

Any help is appreciated. Thank you.

Comments

  • barbultbarbult Posts: 27,631

    Yes, this bug was discovered during Beta testing and reported in the Beta thread, which we were told the developers monitor. Starting with this post, we discussed it and performed several confirmation tests. Evidently it was not fixed before general release.  sad

  • Got it.Thank you.

  • GatorGator Posts: 1,320

    Bump on this topic, seems not to have been fixed yet.  Spot renders miss the very last pixels at all edges of the image - top, bottom, left, and right.  Obviously not all at the same time.  laugh

  • barbultbarbult Posts: 27,631
    edited December 2025
    Daz isn't fixing anything in DS4 anymore. They have moved on to DS6 Alpha. And yes, you are correct that they didn't fix that bug.
    Post edited by barbult on
  • IceDragonArtIceDragonArt Posts: 12,972

    barbult said:

    Daz isn't fixing anything in DS4 anymore. They have moved on to DS6 Alpha. And yes, you are correct that they didn't fix that bug.

    Honestly, that;s not really fair to most of their customer base.  Most people aren't moving to the Alpha for a multitude of reasons and that kind of leaves us hanging.  Many people don't have the specs to run Alhpa well, or prefer not to use it because it breaks a lot of things people use daily,  

  • crosswindcrosswind Posts: 10,345

    IceDragonArt said:

    barbult said:

    Daz isn't fixing anything in DS4 anymore. They have moved on to DS6 Alpha. And yes, you are correct that they didn't fix that bug.

    Honestly, that;s not really fair to most of their customer base.  Most people aren't moving to the Alpha for a multitude of reasons and that kind of leaves us hanging.  Many people don't have the specs to run Alhpa well, or prefer not to use it because it breaks a lot of things people use daily,  

    I have to say I'm totally agreed on the point.

  • crosswind said:

    IceDragonArt said:

    barbult said:

    Daz isn't fixing anything in DS4 anymore. They have moved on to DS6 Alpha. And yes, you are correct that they didn't fix that bug.

    Honestly, that;s not really fair to most of their customer base.  Most people aren't moving to the Alpha for a multitude of reasons and that kind of leaves us hanging.  Many people don't have the specs to run Alhpa well, or prefer not to use it because it breaks a lot of things people use daily,  

    I have to say I'm totally agreed on the point.

    The specs are broadly unchanged, and the point is to get DS 2025 finished and into beta and then general release. Updating an older version that is being superseded would be a wasteful duplication of effort that would simply slow progress towards getting the new version finished (and its SDK out to plug-in developers so that they can update their stuff). DS 4 has already had an extended stay of execution, with the DS 20+ additions being work that was principally done towards what is now DS 2025, but DS 4 is built on an older version of the Qt framework that was clearly a block on things that Daz wanted or needed to do (e.g. UI scaling, and now Iray updates).

  • intoxitonintoxiton Posts: 6

    Here's a somewhat unwieldly but functional workaround:

    • Open the Aux Viewport.
    • Detach it/pop it out so it's in its own little window, i.e. not part of the Daz window.
    • Crank its size waaaayyyyy up. (drag the window to the bottom corner of the screen then grab the corner handle and increase its size.)
    • Rinse and repeat, until both your End X and End Y (in the Spot Render Tool Settings, on Manual mode—just input 99999 or some such to max it out) have at least the number of pixels you plan to render at plus 10. (More is okay; one will be disproportionately higher than the other unless you perfectly resized your Aux Viewport.)
    • From here, use some basic arithmetic to determine what pixels you want to render.
    • Hit [Render] on the Spot Render pane.

    TLDR, have a Viewport larger than your render dimensions before you hit Spot Render.

    Obviously this is gonna be way easier if you have a large display (hellooooo 8K monitor enjoyers) and/or small render dimensions.

    I hope this works and I hope me doing this wasn't just a weird fluke!

  • garrett_3dgarrett_3d Posts: 1,039

    Even easier fix: Drag your spot render window OUTSIDE the edge of the aspect frame.

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