Is it seriously only me getting this bug? What is going on here?
Sorry, didn't have time to look into this, yet. But I would assume you have some other plugin interfering, maybe? Anything else that also messes with Camera/UI rendering order will break PostMagic. The only exception is SuperShot/SuperVideo.Is it seriously only me getting this bug? What is going on here?
Thanks for getting back to me.Sorry, didn't have time to look into this, yet. But I would assume you have some other plugin interfering, maybe? Anything else that also messes with Camera/UI rendering order will break PostMagic. The only exception is SuperShot/SuperVideo.
As a work around you could edit in DesktopMode?
Ok, I try to have a look eventually, but it might be a while.Here is a test scene that displays the issue if you want to check it out, just the default female with postmagic at the scene origin. The menu will appear correctly if you are close to her but move more than 2m back and it will fail to appear.
90% Sure it's some weird conflict. I get the same thing when trying to change scenes if the mod is in the session. Trying to figure a fix.Cool. I've never used an auto loading session plugin, also it happens on a clean VAM install.
In my opinion PostMagic should be part of the scene, as you would want different settings for each scene?Is this the best method for individual shots?
I assume you tweaked your DoF settings in regular player view and then switched to screenshot camera or window camera, which have a different FoV. Also the camera maybe at a different position. Both will affect DoF. Using AutoFocus will help, but it has its limits. You need to tweak settings to where you want to take the picture in the end, not the player view.If I use the built in VaM screenshot tool it wants to use it's own Depth of Field over the PostMagic settings, and I haven't figured out how to apply the DoF etc. settings to the WindowCamera accurately, though to be fair I haven't messed with the autofocus features yet.
Sure. You should be able to adjust PostMagic settings through triggers. Also you can turn on/off your "SuperShot#XXX" position atoms via triggers as well. That's all you need. So for example using a LogicBricks StateMachine you could do something like this:Finally, is there way to apply independent PostMagic settings in conjunction with SuperShot's custom camera function?
It's a defect of the geometry in the model or a malfunctioning material shader on the model. Most likely simply two degenerate triangles. Newer post-effect solutions would offer you a filter for this, that, at the cost of some performance, fixes the issue for you. However, since PostMagic is based on super old stuff (that can't be updated) it does not handle this issue. Nothing I can do. You will have to fix the geometry/shader.Hello there, i'm having a little issue with PostMagic...I'm not sure if it's Post Magic or something with the model, but whenever i turn the plugin on I get these 2 little dots on her hair that worsen depending on which effects i turn on in PostMagic. I'm not sure how to go about finding the root of the problem here
It's a defect of the geometry in the model or a malfunctioning material shader on the model. Most likely simply two degenerate triangles. Newer post-effect solutions would offer you a filter for this, that, at the cost of some performance, fixes the issue for you. However, since PostMagic is based on super old stuff (that can't be updated) it does not handle this issue. Nothing I can do. You will have to fix the geometry/shader.
A degenerated triangle is the most likely. It means its a triangle where two or all three vertices are at the same position. So it's not an area, but a line or just a dot. That might mean it does not have a valid normal or similar things in the shader, which then results in division by zero...causing "bad pixels" that have a "NaN color". Usually these are just black, but when using post-effects the problem can spread to neighboring pixels, simply because any computation including a "NaN" value is again "NaN".Gotcha, thank you so much for your quick response. How exactly would I go about fixing the geometry/shader myself for the model?
Is this something i could fix in VirtAMate? The "Hair" for this model is actually categorized as a piece of clothing so i'm not sure how I would fix the degenerated triangle if I can do it from VaMA degenerated triangle is the most likely. It means its a triangle where two or all three vertices are at the same position. So it's not an area, but a line or just a dot. That might mean it does not have a valid normal or similar things in the shader, which then results in division by zero...causing "bad pixels" that have a "NaN color". Usually these are just black, but when using post-effects the problem can spread to neighboring pixels, simply because any computation including a "NaN" value is again "NaN".
Got it, thanks again for your time and help ^^Nope, you need to fix the mesh itself. However, most geometry editing software (e.g. Blender) has a "merge vertices" or "collapse vertices" function for this kind of thing. But I don't know enough about clothing import from Daz to help here.