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© 2025 Daz Productions Inc. All Rights Reserved.
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Oh great, Daz is broken. There was an update for DIM which when completed showed a 4.6 update around 86Mb, this has been auto-installed and now Daz is broken.
DzMimicError
followed by
...error reading the cr2 to DMC map file: Configuration files will not be found automatically. And it loads with a screwed up white menu..
You needed the DAZ Studio 4.6.2.120 update before the other updates were installed. As they only work in DAZ Studio 4.6.2.120, which is not a 86Mb file so you did not get a full download.
Fixed. :) Though strangely it does not match your filesize. It was 98.8, anyway who cares.. Daz is working again. Was already suffering withdrawal symptoms.
@ Jaderail
Used the settings you suggested, very little difference.
I'm going to try turning off shadows on distant light and supplement light with another spot. (It is shadows from Distant Light that fall across her legs.)
Okay, then that reduces the options. As I use that setting for 99% of all my renders.
Which Surface Shaders are used in the skin Textures on your figures? Are they default textures, HSS shader textures, USS Shaders or the new SSS Shader based shaders? They all have settings that will need tweeked to render properly in some lighting set ups. That will be in the Figures Surfaces Tab settings and will need adjusted in the Surfaces Tab on a Base by base need for each render. There is no, as far as I know, shader that is preset to work in every render every time.
Um.. don't think I'm going to be much help here. I looked through the whole list then specifically legs and don't see SS - I can tell you UV maps are basic Stephanie 5.
Like this in the Surfaces Tab just pick one Surface Zone the Shader used is listed at top. Here it is the omHumanSurface or as I called it HSS. HSS is really Omnifreaker Human Surface Shader or as most shorten it HSS as I did.
Hmm, that's not what my screen looks like.
However, you can see the shader used... which I just spotted now when I posted the image. :D
I think the speckling is coming from having the shadow softness quite high.
To compensate the shadow samples in Render Settings has to go quite high as well, to about 32.
In practice I only use shadow softness at around 2% to 5%, just to remove the hard edge.
Then get the actual softness from indirect light, just like the real world! :-)
Either Area lights or UberEnvironment will do that for you.
Can I use a spotlight pointed at a white mat primitive to create the soft 'fill light', I think where both on limited ram computers? I haven't dared try the light-disk things that came with daz yet, afraid the comp will crash.
Also Is that "UV Set" the HSS thing Jadrerail is referring to? I looked briefly last night when I got back home before passing out at the keyboard.
Just putting in a light and reflector won't work. The UberEnvironment introduces an extra bit of maths to bounce the light around.
It's that 'Radiosity' that does the filling in.
You'll actually need to activate the UberEnvironment to get your 'light and reflector' to work.
In DAZ Studio there is no real 3D light bounce so pointing a Spot at a White primitive is not going to work. For a Fill light use a Distant light set to NO Shadows and set it to White with a very low intensity setting. The No Shadow part allows it to Act as a fill light from the Direction it is pointing. Of Course a better Fill light is 4 Distant lights all set that way from all 4 directions, The Best fill Light is the Uber Enviro Sphere with no map set to white at low intensity, Ambient Fill only setting and High Samples, 64 or 128.
uberEnvironment in Bounce/GI mode should work, though it won't give caustics or the like.
uberEnvironment in Bounce/GI mode should work, though it won't give caustics or the like.Yep but for the OP's low end PC the use of Uber E was what we were trying to avoid. I did forget the Bounce setting though, thanks for the reminder.