WorldbaseXT (new version)- Can't see sky. DS4.6.2.118 64bit

Lissa_xyzLissa_xyz Posts: 6,116

I think I've solved this once before, but it's been quite a while since I've used Worldbase in DS. As you can see, there is a mat on the sky, but the sky is black. Upping the diffuse to 100% does nothing. I don't have this issue in Poser, and I am using the DS files to load it in DS. This is the "new" lushlands/XT version, but none of the skies from the xpacks work either.

Does DS have a yon for the camera that needs changing?

worldbase_skies.jpg
1920 x 1050 - 841K
Post edited by Lissa_xyz on

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,204
    edited February 2014

    does it render?
    try copying diffuse to ambient too
    also on sky untick cast and recieve shadows I think
    I do not have that version so unsure, earlier one I do in Carrara and iClone as do with most skydomes.
    studio did it by default load

    Post edited by WendyLuvsCatz on
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited February 2014

    It does render out, perfectly I may add, but that doesn't help when it comes to using the skies-spin dial as I can't see what's where.
    Copying the map to ambient didn't do anything. Good thinking on that as it's like that in Poser, but apparently DS doesn't obey (but since Poser can cast light via ambient, it makes sense).
    The cast shadows toggle is already off by default on the skies.

    Post edited by Lissa_xyz on
  • SimonJMSimonJM Posts: 5,980
    edited December 1969

    There's a new UI setting you can sue that does that ... it is for better viewport representation of lighting I think, but it has side-effect of making skydomes black.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    SimonJM said:
    There's a new UI setting you can sue that does that ... it is for better viewport representation of lighting I think, but it has side-effect of making skydomes black.

    Thanks! Found which one, Per Pixel Shading. It was supposed to have been fixed, but it looks like it's back as I'm using the newest version.
  • Richard HaseltineRichard Haseltine Posts: 100,784
    edited February 2014

    I'm rendering so i can't check but there may also be a setting controlling back-facing polygons - it was there for a while but may have been dropped as i think the way DS handled the settings for advanced features shifted through the public betas. Edit: Backface Lighting is what i meant.

    Post edited by Richard Haseltine on
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    Yea, I tried that. Toggling backface lighting w/ per pixel shading enabled didn't change anything.

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