Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
No, it wouldn't work - an instance is a direct clone of th source, it can't be varied except for its global transforms (translation, rotation, and scale of the whole item). If you want to make adjustable copies you could use the Duplicate commands, or Send in the Clones for more control, but the drag on the system would be much greater.
thought as much
Indeed. The difference is that in Vue the plants (SolidGrowth or PlantFactory) as well as the Vue Rocks are entirely procedural, i.e. they are just a bunch of formulas at the basic level. For this reason Vue can generate different versions as instances.
Ciao
TD
Fenric, if my memory recalls correctly, did a shader randomizer for the Carrara Replicator. A whole full parking lot with two or three replicated cars could fake well if they weren't all the same color, or a group of people in the background would seem different if their garments weren't same color.
I don't know if DS would allow something similar
This is why I included "But being Instances I don't know how that could be achieved. ??? "
I suppose it would have to be done prior to make the instances but so far there is no other way then to load > morph, load > morph, scatter and so on. I have no issue with that it was just a thought I had in bed.
It is Sparrowhawke3D's Instance Randomizer, and yes, it is a very powerful tool. Vue and Octane have a similar function, but I am not aware of anything in DS yet that will do this.
sweet so it is possible for the idea to exist so I am not going mad. :)
It was me who asked Sparrowhawke3D to make the plugin for Carrara, specifically so that I could make this product:
http://www.daz3d.com/night-and-day-city
Each building has multiple parts that are randomly turned on and off each time it is duplicated, in addition to changing texture colours, so each duplicate looks different from the next. I am not aware of any reason that this could not be done in Daz Studio too.
awesome product Phil.
In DS a Geometry Shell can have different materials from the original, while using the same geometry. It's a half-way house. However, I didn't mention those above as - to the ebst of my knowledge - there's no scattering or duplication tool which creates them.
Am I doing something weird, or do 3DL instances not cast shadows?
Ah, WIll, I think you've hit the bug I reported a while ago. Here's my finding from the error report:
"The 3Delight renderer in DAZ Studio appears to have an error when rendering shadows (also reflections) under certain circumstances.
If a figure is added to a scene then an Instance or Instance Group is created to duplicate the figure, then 3Delight does not show correct shadows (or reflections) of the original figure nor of the Instance(s) if the figure is at higher mesh resolution than Base Resolution. This therefore affects all the Genesis and Genesis 2 figures, as well as any object to which SubD is applied.
I attach an example in which a David 5 figure (which loads at High Resolution) is involved. From left to right in the attached jpeg is a sinlge David 5 figure (rendering correctly), figure plus an instance (note the lack of shadow for both Davids, while the shadows of his clothing appear correctly), figure plus instance but with mesh resolution level set to Base (rendering correctly again).
I first noticed the error in DAZ Studio 4.6 (it may have existed in earlier versions) and is still there in DAZ Studio 4.8. Incidentally, the Iray renderer produces the shadows and reflections correctly at any mesh resolution."
Does this match your experience? I raised this in June 2015 and the last I heard was "Looks like there is an issue with how 3Delight deal with render priorities. I will let the dev team know about this issue and have them start working on a fix. As soon as I hear back from the dev team you will be the first to know" that month. I hadn't tried it in DS4.9 but sounds like maybe it's still not fixed.
Pretty much, yes.
Thankfully it hasn't been hugely noticeable, but if you look at the following scene, note that the palm trees (one is the parent, one is the instance) and all the rocks (two parents, a bunch of instances), none cast shadows.
Then look at the second image, with a forest. None of the trees cast shadows. Granted, with a yarn motif, people are probably too distracted to notice the bug, but...
So it doesn't apply if it's at Base resolution? That at least offers a work around. Hrmph.
Should I comment on the bug? Should you poke somebody? Sigh.
Just tested with spheres. Yep. Subd shuts off shadows. Dangit.
I'd actually forgotten about it - I'll add a "what is happening" to the bug report, but if we really want it fixed then if you raise another with your version of the problem it may get more attention.
I just tossed in a bug. It's VERY easy to repro.
Make a plane. Make a distant light with raytracing shadow. Make a sphere. Make 10 node instances of sphere.
Render in 3DL. Hey look, shadow.
Add SubD to sphere, render again.
Hey look, no shadows.
I'm glad you told me it's linked to SubD, because at least it gives me a workaround. Before I thought it was just something to do with instancing itself.
You are rigth, SparrowHawke sorry, and I remember that thread.
I may have missed it in all the fine commentary. Can this product be used to scatter lights? I mean spotlights, point lights, etc.
Thank you for your help!
I haven't double-chceked, but lights don't instance (the point of instancing is to save on reproducing the geoemtry and materials - lights don't have the former at all nor the latter in the same way).
With the orientation map, I'm guessing this could be used to create cities that don't have a perpendicular grid system.
I have checked in iray and also could not get scattered lights (neither point lights nor spotlights) to work in Daz Studio.
But it is possible to simulate point lights with the spheres with emission material applied.
Below is an example render of 30 spheres (2 cm diameter) scattered over 2 meter cube.
The cutout opacity on the cube was set to 0, so it does not show up on the render.
Can anybody explain why previously uploaded picture attachments (which graphically bring to life the written explanations) are disappearing?????
Which attachments are missing, I glanced back 3 pages or so and see all the attachments.
A lot of images around pages 7,8,9 seem to be missing. I presume it's all connected with the server problems we've been seeing?
for example, mine on page 8
I could not do anything with it!
Had imagined it would be like Bryce or Look at my hair,
where you can paint which will be applied to instances.
It would be much more useful and practical to know what we are doing,
for example, to know if a street trees have a wall
edges as shown in one of the promo!
In this case, require precision, no luck!
If you need precision placement, you can create maps that control the areas where the instances will be scattered. Take another look at the documentation that is included with the product.