Iray: distance from world center affects material transparency and the camera light?
argel1200
Posts: 760
This is a wierd one. If I render near the world center everything looks great. But if I move the character to e.g. X: -7500, Y: 2500, Z: 2000 then I suddenly have solid strips for the eyebrows and see other areas where transparency shows through. I also had a scene with a bunch of citry streets in it and it looked like there was a blindingly bright light on the character, though lighting on the buildings was just fine. Is this a "how Iray works" issue or am I running into a bug? Is there a safe "sphere/half sphere" we have to remain in to avoid issues? Is there some kind if texture optimization going on based on disatnce from the world center (seems odd, wouldn't distance from the camera make more sense)?

Comments
Yep, I think you found a bug. At least I hope it's a bug. Moved her to your exact coords.
As an afterthought, I changed environment map from infinite dome, to sun and sky to make sure that wasn't messing it up and got the same results.
Pretty sure this is somewhat known. I remember reading about something similar, but I do not recall the exact details. I do not believe it is "intended" and is categorized as a bug.
You may want to file a ticket and see what they say...
I contacted technical support (is the bug database no longer online?) so we will see what they come back with.
Here's a thread talking about it:
http://www.daz3d.com/forums/discussion/63424/funky-eyelash-shadows-with-iray-aka-don-t-stray-from-world-center
Apparently it's been submitted as a bug. I hoped it was fixed in 4.9.
Thanks for the link! Based on that thread, distance 500 is the limit. I may have to do some composites to work around it. Thanks again for the link!
Looks like it is fixed. I've attached a 4.9.0.63 render at the OP's coords. HDRI lighting only.
Where was the camera/light pointing? Apprently, it can make a difference.
Not fixed in the 4.9.0.63 beta; though for me the distance limit (in x and z) is around a 1000 (cm)
My method was just move her to coordinates by typing them into the transform parameters, hit that button to make the camera go there and render. Didn't add no extra light, I can't rightly remember if I switched the headlamp on the camera off. I usually to remember to do that though.
Oh yeah, I am running version 4.9063 64 bit if that makes any difference to nailing down the issue.
I defintly left the headlamp on, so maybe that is the difference.
If your light is HDRI only you won't see the problem. It only happens with soft scene lights (not sure about the headlamp.)