Visable UV Lines
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I'm having an issue now where the UV lines are visable. This happens on all of my characters no matter what character I load into the scene.
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I'm having an issue now where the UV lines are visable. This happens on all of my characters no matter what character I load into the scene.
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It looks to be something with translucency Because I can clear all images and its still there. And if I increase the transluceny it gets worse. In the green image there is no maps on this figure what so ever. Not even surface values. They have all been reset It should be rendering white, with green SSS. But this is the result I'm getting.
Are these your own maps or purchased characters? If it's your own maps I'd suspect there isn't enough of a buffer around the actual texture area, so in the resampling soem of the background colour bleeds in.
Thers no maps Richard..."Quote*. In the green image there is no maps on this figure what so ever. Not even surface values. They have all been reset It should be rendering white,*
This happens on all the characters I own. "Quote" "this happens on all of my characters no matter what character I load into the scene."
You must be tired Rich... You not paying attnetion to anything I say.. =D
I've managed to isloate one issue. Spectral Rendering Enable seems to be the main cause of it. But now what?
Could you post a Materials preset for the version with no maps, and a light or render preset if that makes a difference.
Richard, I've posted about this for several years, and would be happy to see it resolved. Here are the conditions where it *mostly* appears:
1. Iray
2. A strong specular light source (e.g. a spotlight), particularly rim or side lit. (This seems a common element in Angel Wing's renders as well.)
3. A translucency or opacity in the surface.
For me, it's extremely visible in the demarcation between torso and legs. The legs appear to have a completely different glossy setting, though the shaders are exactly the same. I've gotten it on stock characters, including V7 right from the standard preset.
I've had some success adding a white opacity map to the Opacity channel for those surfaces where the probolem is most obvious.
I'm pretty sure it's an Iray problem. I noticed it going back to 4.8, so while the problem may be worse with spectral rendering enabled, the issue predates that feature having been added.
I also wanted to point out: if you look at the samples Angel Wings provides with a skin texture, you'll see that in addition to any seams there's a difference in the texture itself. One surface may have a velvet appearance, and the other surface may have more gloss. The appearance isn't consistent across the skin area. On one side (say, closest to the rim light source) it may look inmdistinguishable from the nearby surface, but further away from the rim it looks more velvet (or vice versa depending on conditions I'm still not clear about).
One obvious "fix" is to not use rim or side lighting. This of course is not a fix if you want to make distinctive and photo-accurate renders.
I assume you have an open ticket on this - has it had any response?
What version of Daz Studio are you using? (that you see this in)
What version of the Nvidia Drivers do you have installed?
NVIDIA 3.14.1.48
STUDIO 4.10.0.123
So I take it nobody has a logical explaination?
Things we know.
Not caused by bad UV Seems.
Not caused by outdated drivers.
It is a translucency issue.
It is damatized by Spectral Rendering.
It is repeatable on more systems then one.
Unless V7 has bad UV seems we can count that one out, as well as many other things. And it's happened with every version going back to the first 4.8 betas, which includes program updates and Iray updates.
I think it affects some people over others because of the lighting techniques used. You can pretty much avoid it completely by not using a high-value rim/side light. But since that's how I make my scene more authentic looking it's not a solution I'm willing to resort to.
As an aside, GPU drivers seldom have anything to do with the results of a render, other than works/doesn't work. Iray is based on cooperative rendering across supported hardware types. If a CPU rendered differently than a GPU or cloud service then there's a far bigger bug to fix. You can always do a sanity check by doing a CPU-only render and checking the results, but that will seldom show up anything. I get this artifact with GPU-only, CPU-only and mixed GPU/CPU renders.
As another aside, I tend to get the problem a little less with Anagenesis 2, which works by heavily tweaking the Uber shader far beyond its design limits. It's possible the issue is manifested in the Uber shader itself and not Iray or D|S, but that thing is Uber complicated. Who knows what lurks inside its insidious little mind.