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#1 2012-05-16 18:04:44

Tralen
New member
Registered: 2012-05-16
Posts: 3

Beginner problems.

Greetings,

I'm demoing 3delight (free version 3.1.0) on Softimage 2012 and encountered many problems. I'm unsure if they are my fault or if they are related to unsupported features, so here are my questions:

1. Error S2050 happens all the time, the only way I found to get rid of it is not using clusters, does 3delight support clusters?
2. I can't render textures outside of the 0-1 range, does 3delight support multiple UV tiles?
3. When adding the SSS property to an object, It calculates SSS even when using diffuse materials (lambert), does 3delight allow me to localize SSS calculation per material?

Thanks in advance.

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#2 2012-05-16 18:28:29

gducatel
Beta tester
From: Montreal
Registered: 2007-11-13
Posts: 56

Re: Beginner problems.

1. Avoid cluster... You will have less issues
2. You need to activate the "wrap u" and "wrap v" inside the texture editor
3. Sure use the misss shaders otherwise it is object base...

Cheers.

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#3 2012-05-16 19:15:14

Tralen
New member
Registered: 2012-05-16
Posts: 3

Re: Beginner problems.

Thanks gducatel, a few following questions:

1. So how should I divide materials per object, using maps and mixers? My experience doing this in V-ray and Mental Ray tells me I will take a severe hit in rendering time (specially if transparency varies across the mesh) is this different for 3delight?

2. Still struggling with UV tiles:  I assumed the setup was the same for the other renderers: mixer node set to add and wrap disabled, but this way I only get the first one. Following your advice and activating the wrap u and v I only get the first image tiled all over and I can't get the other images across.

3. I couldn't get this to work as well, using the misss shaders I can get subsurface scattering working only if the object has the 3delight attribute on, otherwise it renders diffuse. Anyway this goes back to my first question, I guess, how to get materials distributed without using clusters? Using the mixer and weightmaps won't allow me to bypass the misss shader, since it doesn't use the color port.

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#4 2012-05-17 06:40:51

aghiles
3Delight Developer
Registered: 2007-01-03
Posts: 1081
Website

Re: Beginner problems.

Hello Tralen,

Regarding the clusters, could you provide us a small test scene for the problem ? That should be easy to fix.

-- aghiles

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#5 2012-05-17 11:57:21

amm
Member
From: Zagreb, Croatia
Registered: 2007-08-31
Posts: 35
Website

Re: Beginner problems.

Hello Tralen,

I'm using materials on clusters in Softimage, all the time since 2004, mostly because of compatibility and easy transfer to another 3d, Max, games and so. They works for me in 3delight, too.
Discussions about material on clusters seems to be tradition on SI forums. Read this if you want...
However, 3delight seems to be more sensitive about materials on clusters. So here are a few recipes - maybe something of this is unnecessary, but anyway:

1: one cluster = one material. Applying the same material to multiple clusters in same object, that's a 2005 error, regularly. For example, if you have a "head" and "legs" cluster, you want two different materials - or you want to merge these clusters.
2: try to fill everything with clusters, don't use mix of master material and materials on clusters.
3: be careful about cluster overlap, 3delight could take the cluster ID differently than out-of-the-box render engine. Cluster overlap can happen with extruding, deleting edges or so, SI won't inform you about that.
4: if one involved material has a displacement shader, all others should have it, too. At least, scalar_save_state node with zero value.
5: in case of subdivs, use 3delight's subdivision. That is, zero subdivision threshold.

About subsurface shaders, honestly I don't using MI_sss emulation at all, too much of bad memories about that interface, no way to mix it with anything. Not an option, simple as that. Anyway I'll be very careful about localizing the any subsurface shader, especially the advanced shading model in 3dl. Form my understanding, SSS shader needs to "know" about another side of object too. Some heavy localization, let's say having a SSS on human's face but not under hair, could make a strange result - I think...

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#6 2012-05-17 17:55:09

Tralen
New member
Registered: 2012-05-16
Posts: 3

Re: Beginner problems.

Thanks for the replies.

aghiles, I don't think sending the scene will be necessary, as following amm's advice, I'm starting to get some results. Most of the problems I got were due to having materials applied to multiple clusters, but by merging the clusters per material the errors are gone.

Now, about SSS, spliting the materials like I said might sound odd when we take into account a naked human body, but I'm working on a fully equiped character, which is being deformed by shapes from Zbrush through ICE. Spliting the character into several .objs is not an option due to constantly importing/exporting, and the ICE tree would get really complicated if I had to take into account each separated mesh as well. This pipeline I used often with Vray, for instance, in the character eye I would use SSS for the sclera and not for the cornea, which would be a regular transparent material.

But I managed to get around this as well, I added some extract (keep) operations to the animation stack, and I am rendering the extracted meshes instead, each with different materials (SSS or otherwise). I'm still deforming the original mesh, now hidden,  through the ICE tree, and it still guides the extracted pieces due to construction history, working very well.

What I really can't get around is rendering multiple UV tiles, I think gducatel advice would work if I was trying to render a single texture repeated across multiple tiles, but this is not the case, I'm trying to render one file texture per uv tile, as in the pipeline for applications like Mudbox or Mari.

Thanks again for the help.

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