Hidden surfaces showing in render
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[Hidden surfaces showing in render]...at least I think that's the problem lol!
I am using a bandana that originally included an eye patch as part of the geometry (and had it's own material zone). Because I don't want to have the eye patch for this scene, I had turned the opacity for the eye patch down to zero. In previous test reneders everything was fine, the eye patch was not visble in any way. Yesterday I loaded up the scene to put some final touches and then did a final render and found that I now have this ghost like eyepatch in my renders.
14 hours later I still have this damn ghost patch in some version or another. Here is what done to try to get rid of it.
* Deleted the bandana and test rendered (trying to isolate which obj was causing the issue incase I had mistakenly added the wrong bump map to some other object in the scene etc.) When the bandana is deleted from the scene, the problem goes away. Obviously that is not a solution since I need the bandana in the scene, but I did narrow down what was the problem child.
* Quadruple checked that the opacity setting on the ALL the surface materials that had anything to do with the eye patch were set to zero.
*Removed all bump, displacement and normal maps from the bandana asset.
*reverted my render settings (Iray) back to what they had been before I started having this issue (switch back to photorealistic, sample size and some pixel shading settings)
*Tried to undo all the tweeking I had done that day before trying the original "final" render. I saved my scene before the final render so I couldn't go back to the state it was before final tweeks.
*Exported the bandana to hexegon and deleted the geometry related to the eye patch and then exported back into daz as a prop (using the hexigon bridge) DING DING DING! When I removed the geometry of the eye patch from the bandana, there was no more ghosting eyepatch.
Unfortunately doing it this way, made the bandana so that I couldn't fit it to my figure anymore which I kind of need. So I have two questions....
1) What can i do to the original bandana so that I don't see the ghosting eyepatch in the final render.
of if that's not an option...
2) How can I keep the "fit to" ability of the edited geomerty of the "new" bandana?
This has been driving me crazy and I am at my wits end so any help would be awesome!
~ Novbre
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Comments
Try clearing all the glossiness/specularity too. Is the surface currently assigned an Iray or 3Delight shader?
You could also use the Daz Geometry Editor to remove the portions of the mesh corresponding to the eyepatch...
@Richard It's iray
@rames44 I did that before I tried to do the same thing by exporting it to hexagon. *cries
With the Iray shader, go through the Surfaces pane zeroing all of the Strength/Weight sliders - see if that improves things