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I read about importing fbx files in Daz 3D Studio and it seems they do not go together well.
Looks like you really have to create the skeleton in Daz from scratch.

I guess i am lucky that AD Softimage deals so well with the fbx.
On import the skeleton structure is converted to joints I can use to pose the character.
cheers, Klaus
Since there is a lot of talk about exporting terrains from TG to other 3D applications lately I think it might be helpful to re-surface this tutorial about exporting a vector displacement map.
cheers, Klaus
User-contributed Tutorials / Re: Export Geometry 360
« Last post by KlausK on Today at 07:40:51 AM »
let me add  this link to a thread I started using this method:,23140.0.html
There is some very valuable information about one or the other culprit when using a 360 camera to export terrain.

cheers, Klaus
Image Sharing / Re: Based on Dunes road setup
« Last post by Dune on Today at 07:39:03 AM »
I didn't notice anything that would put me off, to be honest. You're certainly a perfectionist, but I'd say there are limits to being a perfectionist  ;)

Regarding the low quality setting of objects/pops; that doesn't influence anything if you RT objects. It has to do with non-RT object rendering, which we hardly use anymore.
Image Sharing / Re: Mission to Mars
« Last post by Dune on Today at 07:33:56 AM »
No, it's not to do with light, just an error in rendering (hole in the thin sheet of triangles, so to say).
Terragen Animation / Re: More babies -- the new teaser
« Last post by DocCharly65 on Today at 07:14:08 AM »
In the edit sampling tab you can reduce the Pixel noise threshold (pnt) to get the pixel to subdivide earlier, which makes detail clearer if you need.

Oh... that I did not know about this means it must be on original values ;D

I think (only a theory) that my low levels work best on fast camera movements.
On slow moving camera scenes I keep the settings a bit higher (the close look at the clock in the poolhouse was AA8!
Some influence could come from my "making Full-HD workaround": I render all in 1280x720 and let XNView batch-convert all frames to 1920x1080 with highest quality settings - additionally I think video software (Magix Video Maker) cleans a bit of noice and flickering.

Additionally you should remember that there are many compressions and other smoothing components untill the videos reach your eyes:
My export from the single frames to a mp4
The compression of vimeo after upload
Some compression and the little mistakes that video software like VLC and your graphiccard and your monitor naturally make.
Image Sharing / Re: Mission to Mars
« Last post by DocCharly65 on Today at 07:01:33 AM »
Yes, that's what I mean. But sometimes cloning them out in a still is much faster than using force all edges.

When I saw them I first thought it were little parts of reflections - means really at first I did not recognize them.

What if they are? could movement of the light source of a thenth of a degree already help?
Image Sharing / Re: Based on Dunes road setup
« Last post by DocCharly65 on Today at 06:52:27 AM »
Thank you zaxxon, thank you Ulco,

Yes I had to keep this render at 05./5 The smoothing of AA is necessary anyway but in this case I need the high detail, because the end of the animation will show a shot quite close over the street.

That's the reason why I need high procedural detail on one hand but want to spare procedural details like simulated plants...
The populations are additionally set to be rendered in low quality - I don't know how much this can spare rendertime but it has no negative results so far :)

Besides: The end with the view from the side is a shot I gave up so far but I am thinking about a solution.
I love the clouds details where you can see (I hope you can) that it could be small clouds of dust or sand coming from the next desert.
I gave up this part because I couldn'd find a solution for rendering the seperated spaceship for non-blurred look and keep the sunburst. And at the end of this shot you can see that the amount of blur on the ship is variing with the movement of the camera. But I am thinking about three options as solution:

a.) Perhaps Oshyan / Matt could offer a standalone version of their lighting effects-section - then I could do a postwork with the Terragen-like look.

b.) I do this scene with a camera path (into sundirction, but) where the sun is not on the screen then I could use the "Hannes-tactic ;) )

c.) I use a camera direction where the sun is in my back... I must check which of the last two solutions gives me the more beautiful clouds
Image Sharing / Re: Mission to Mars
« Last post by Dune on Today at 06:45:14 AM »
Yes, that's what I mean. But sometimes cloning them out in a still is much faster than using force all edges.
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