Planetside Software Forums

Support => Terragen Support => Topic started by: rcallicotte on July 22, 2008, 07:35:28 PM

Title: Render Black
Post by: rcallicotte on July 22, 2008, 07:35:28 PM
I'm using the latest Alpha.  This is just after the pre-render and going into the main render.  It's only a clip so it didn't take as long.  I'm 4000 meters above the surface.
Title: Re: Render Black
Post by: jo on July 22, 2008, 09:16:36 PM
Hi Calico,

Project files are always handy if possible. It's so much easier to track down a problem if you can reproduce it.

Regards,

Jo
Title: Re: Render Black
Post by: rcallicotte on July 22, 2008, 09:58:31 PM
Sorry, Jo.  Thought maybe I might have had something that's a repeat offender.

When you (or someone) has time, here's my file.

This has two image map shaders, but they amount to nothing...just diffuse orange and red.  So...I'll replace these with PFS on my side to see if it matters.

[edit - I'm using the Quick Render]
Title: Re: Render Black
Post by: rcallicotte on July 23, 2008, 09:15:48 AM
I took the shaders out of the TGD and put the clip into another file.  The same results - black render after what looks like a perfect pre-render.  This time I didn't use any image mapping...only powerfractals.
Title: Re: Render Black
Post by: rcallicotte on July 23, 2008, 02:06:32 PM
Just a reminder...this sucks.   ;D 

I know it has something to do with the shader setup, but so far I can't isolate it.  I'll try again this afternoon.
Title: Re: Render Black
Post by: Oshyan on July 24, 2008, 01:21:50 AM
It's actually due to your GI blur radius, or at least changing it (to the default of 8, for example) seems to resolve the problem. Indeed various combinations of GI settings will change how the error manifests. It may be due to the GI system but I think more likely there is something in your shader setup that making the GI go wonky. Of course if you turn off GI it works fine. I'll continue to investigate...

- Oshyan
Title: Re: Render Black
Post by: rcallicotte on July 24, 2008, 07:04:14 AM
What I've found - Changing the Suface Shader input for the Fake Stone Shader fixed this.  I was using a PFS with a Cloud Shader.  Maybe that was messed up.