Glad you got it fixed. But you have another problem now. The SSS red mouth that some people have.
Either you didn't use raytraced light or the mouth, gums and evreything in the mouth have SSS active with same Subsurface Group ID as the skin, which is false
Thank you again for your invaluable help, Takeo.Kensei.
You are right about that SSS red mouth problem. The render that I have posted yesterday was a very quick one and I just put two lights without looking at the settings. I have just rendered another image and I think that the problem was just coming from the fact that I probably did the render with light that did not use raytracing. I have used a light set from the DAZ Dimension Lights packages and I have added a point light. I think that the result is better because the red mouth issue seems to have disappeared.
Thank you very much for your reply, Szark and Richard.
To answer your question about the shader, it is installed since it was released and I have redownloaded and reinstalled it just in case it would have been updated or that something would have been corrupt. I have tried to render the same character with the same settings and I still get the same result.
I have also followed your suggestions, Szark but even if I add a light it does give the same result... I have also checked the shader used for V6 and it effectively is the new AoA shader which was already installed.
Now if I add a light (here I have added a default distant light) , nothing changes unless I decrease the render quality from 4 to 3. Here is the render that I get with the hardware assisted render option instead of 3Delight: the eyes are completely white and the quality is inferior to what I get with characters having no SSS shader applied to their skin:
I hope that you were able to fix the issue with the SSS, awesomefb. It was impossible for me to do so because of the access issue to the shaders folders that Shader Mixer needed to access to produce the wanted result with the SSS shader.
I think that my problem was coming from a Windows update installed some time ago (in the beginning of this year or at the end of last year) because other folders were affected and I had to unlock them as well as some files. At that time the SSS shader had not yet been released and it must be why I did not notice the issue with DS. But the issue was there from the day I installed the AoA shader and I really had no idea of what was happening. It was anyway related to that problem and I am now glad that it is fixed.
I see that I was not the only one to be confronted to that strange thing and I hope that this thread will help other people who might have the same issue... Once again I really appreciate the help that was given here because without it I would still have a lot of problems to render SSS shaders.
As always, not necessarily the right thread but I see all the right STARS shining here.
After months away from DS I've jumped back in for a project and it is driving me crazy. I've had two problems which look like they have similarities.
One was trying to put a stock brick shader onto multiple copies of a wall I wanted to build. But I needed to sculpt a doorway in one of the walls so I used Hexagon. And the hexagon bridge was quirky so I saved a .obj and imported that [along with some other variants to try and solve the problem] but no avenues could make either the pre-set or a copy of the brick surface work. See the pic for the dead flat red result of both. I can see nothing in the surface parameters that is different but one is bricks and one .... isn't. Any suggestions?
Second might be the same. I needed a net suspended from a ring so I made the shapes in Hexagon and eventually got the bridge to bring them into DS but once again the surface will not accept the desired surface. In this case I made a transparency mask to simulate a net but it will not display. To test if it was my understanding, I made a primitive sphere and applied the opacity map to it. All good. But not on my hexagon import. I've tried applying the map. I've tried copying the sphere surface. Different outcomes, neither "correct. Applying the map raw has no effect. Copying the surface turns my net entirely invisible. Again, any suggestions? Highly informative of wholly invisible net also attached.
Like your tagline Jestmart! Looks like UVs it is. I'll jump back and experiment. The net was a primitive sphere half cut away so I would have expected the UVs to be intact, but maybe not.
Lx
UPDATE. Yup! UV's. Thanks. Probably something every young elf should know! Shows what a babe-in-arms I am.
Had an horrific night of crashes trying to cross the hexagon bridge. Man is this platform unstable at the moment.
...this just occurred to a scene which I was working on had to abort the scene without saving as it undo did nothing. Lost all the extra lights I added to the scene as well as surface lighting model adjustments in the process so not very happy about it right now (about 2 hrs worth of work).
The odd thing is I've used SSS before with no incident so why it decided to render white on two of the four characters now (the other two already have SSS integrated in with the skin maps) is a total mystery.
I'm using a MAC and had this same problem with V6 rendering white. After going to DIM and doing an uninstall/reinstall of the Subsurface Shader base and then loading a new V6 all is working.
I seem to run into this problem every second or third scene, always seemingly at random, a few critical mats will whiteout on me. It started after I'd already been dealing with unwanted surface flagging whenever I used an advanced AoA light somewhere (often even after the offending light was deleted), so I appeared to be going from blackout surfaces to whiteout surfaces. To workaround the surface flagging (I've always had the control set to "none" and was still getting blackouts) I set the rendering option for "flagged" surfaces to "use shader hitmode" which worked for a bit before this whiteout problem started. Usually, I go straight from unwanted surface flagging to inexplicable surface whiteouts! I've gotten past it occasionally by simply closing out and reloading my scene in a new instance of DAZ Studio 4.6.3.52 Pro (64bit). The most annoying part about all of this is that these problems never appear in a spot render; they only occur in my final renders--causing hours of render time to be wasted.
I'm trying out the suggestion to run DAZ as Administrator, and it seemed to work on a small test render, but I have to say; before reading this post, I had no clue that these whiteouts were a shader issue. I'm not sure I would have figured that out just looking at the log before this. Now I have an idea what to look for. Now I am off to find an answer to the blackout problem; it does not inspire confidence to see a feature you've deliberately left turned off acting as though it's on.
My issues with the figures rendering white continues and is also very random. Although... it seems it's....
Only female figures.
Happens with spot and full renders.
Changing the materials for the whole figure a few times fixes it- V6 is white, change to Calais, change to Felicity, and back to V6 and it works.
It happens more to figures that were saved in 32bit and opened in 64 bit.
If I think about it earlier in the scene building process I would just select the figure in scene tab, load a new figure and check- Apply this Character to the currently selected figure.
Comments
Glad you got it fixed. But you have another problem now. The SSS red mouth that some people have.
Either you didn't use raytraced light or the mouth, gums and evreything in the mouth have SSS active with same Subsurface Group ID as the skin, which is false
Thank you again for your invaluable help, Takeo.Kensei.
You are right about that SSS red mouth problem. The render that I have posted yesterday was a very quick one and I just put two lights without looking at the settings. I have just rendered another image and I think that the problem was just coming from the fact that I probably did the render with light that did not use raytracing. I have used a light set from the DAZ Dimension Lights packages and I have added a point light. I think that the result is better because the red mouth issue seems to have disappeared.
Thanks Takeo for stepping in there and helping out. I knew it had to be the shader, just didn't know how to fix it.
A very sincere 'thank you' to you, Szark. :) You have also helped a lot.
It is nice to see all the help that was provided here by different people...
My pleasure Wilfred. Yes there are a lot of very nice and helpful folks around here willing to share thier knowledge.
You're welcome all. My pleasure
I was having this exact same issue, a few day's ago, only no sss shader, using 3Delight. Eyes would render white :long:
I hope that you were able to fix the issue with the SSS, awesomefb. It was impossible for me to do so because of the access issue to the shaders folders that Shader Mixer needed to access to produce the wanted result with the SSS shader.
I think that my problem was coming from a Windows update installed some time ago (in the beginning of this year or at the end of last year) because other folders were affected and I had to unlock them as well as some files. At that time the SSS shader had not yet been released and it must be why I did not notice the issue with DS. But the issue was there from the day I installed the AoA shader and I really had no idea of what was happening. It was anyway related to that problem and I am now glad that it is fixed.
I see that I was not the only one to be confronted to that strange thing and I hope that this thread will help other people who might have the same issue... Once again I really appreciate the help that was given here because without it I would still have a lot of problems to render SSS shaders.
As always, not necessarily the right thread but I see all the right STARS shining here.
After months away from DS I've jumped back in for a project and it is driving me crazy. I've had two problems which look like they have similarities.
One was trying to put a stock brick shader onto multiple copies of a wall I wanted to build. But I needed to sculpt a doorway in one of the walls so I used Hexagon. And the hexagon bridge was quirky so I saved a .obj and imported that [along with some other variants to try and solve the problem] but no avenues could make either the pre-set or a copy of the brick surface work. See the pic for the dead flat red result of both. I can see nothing in the surface parameters that is different but one is bricks and one .... isn't. Any suggestions?
Second might be the same. I needed a net suspended from a ring so I made the shapes in Hexagon and eventually got the bridge to bring them into DS but once again the surface will not accept the desired surface. In this case I made a transparency mask to simulate a net but it will not display. To test if it was my understanding, I made a primitive sphere and applied the opacity map to it. All good. But not on my hexagon import. I've tried applying the map. I've tried copying the sphere surface. Different outcomes, neither "correct. Applying the map raw has no effect. Copying the surface turns my net entirely invisible. Again, any suggestions? Highly informative of wholly invisible net also attached.
One-and-a-half steps forward ....
Lx
I think the UV mapping is being destroyed by hexagon because you changed the wall. As for the you made entirely in hex did you UV map it?
Like your tagline Jestmart! Looks like UVs it is. I'll jump back and experiment. The net was a primitive sphere half cut away so I would have expected the UVs to be intact, but maybe not.
Lx
UPDATE. Yup! UV's. Thanks. Probably something every young elf should know! Shows what a babe-in-arms I am.
Had an horrific night of crashes trying to cross the hexagon bridge. Man is this platform unstable at the moment.
...this just occurred to a scene which I was working on had to abort the scene without saving as it undo did nothing. Lost all the extra lights I added to the scene as well as surface lighting model adjustments in the process so not very happy about it right now (about 2 hrs worth of work).
The odd thing is I've used SSS before with no incident so why it decided to render white on two of the four characters now (the other two already have SSS integrated in with the skin maps) is a total mystery.
I'm using a MAC and had this same problem with V6 rendering white. After going to DIM and doing an uninstall/reinstall of the Subsurface Shader base and then loading a new V6 all is working.
Now, I can go have lunch.
I seem to run into this problem every second or third scene, always seemingly at random, a few critical mats will whiteout on me. It started after I'd already been dealing with unwanted surface flagging whenever I used an advanced AoA light somewhere (often even after the offending light was deleted), so I appeared to be going from blackout surfaces to whiteout surfaces. To workaround the surface flagging (I've always had the control set to "none" and was still getting blackouts) I set the rendering option for "flagged" surfaces to "use shader hitmode" which worked for a bit before this whiteout problem started. Usually, I go straight from unwanted surface flagging to inexplicable surface whiteouts! I've gotten past it occasionally by simply closing out and reloading my scene in a new instance of DAZ Studio 4.6.3.52 Pro (64bit). The most annoying part about all of this is that these problems never appear in a spot render; they only occur in my final renders--causing hours of render time to be wasted.
I'm trying out the suggestion to run DAZ as Administrator, and it seemed to work on a small test render, but I have to say; before reading this post, I had no clue that these whiteouts were a shader issue. I'm not sure I would have figured that out just looking at the log before this. Now I have an idea what to look for. Now I am off to find an answer to the blackout problem; it does not inspire confidence to see a feature you've deliberately left turned off acting as though it's on.
My issues with the figures rendering white continues and is also very random. Although... it seems it's....
Only female figures.
Happens with spot and full renders.
Changing the materials for the whole figure a few times fixes it- V6 is white, change to Calais, change to Felicity, and back to V6 and it works.
It happens more to figures that were saved in 32bit and opened in 64 bit.
If I think about it earlier in the scene building process I would just select the figure in scene tab, load a new figure and check- Apply this Character to the currently selected figure.