I need a render advice for Bellatrix for Genesis 2 Female SSS
![JUJU](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/293/n52980A319101.jpg)
Hi,
I think I need some advice how I have to alternate the render settings if I get results like this with the SSS of Bellatrix....
Short distance is ok, but if I render her full body and not so near to cam... I get this....
Any advice? Please....
The render is with default settings....I tried some things but don't get better distance renders....
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/3b/9a1ed9a923e933d329c5b1fc9052a1.png)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/3b/9a1ed9a923e933d329c5b1fc9052a1.png)
BellatrixSSS01a.png
690 x 862 - 592K
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/ff/7708b6086f4f690408dc61a99cddb7.png)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/ff/7708b6086f4f690408dc61a99cddb7.png)
BellatrixSSS01.png
690 x 862 - 227K
Comments
You need to increase the shading rate and drop the shading scale on all skin surfaces to get rid of that sort of mesh breakthrough. That happened to me a while back, and some people helped me in this thread here. (Post 5 says what I did to get rid of that effect and how it worked.)
Hope this helps.
Remember, the default settings are draft quality settings. For more complex things like SSS, you need to increase those settings for better results.
Ive had that happen with AoA SSS. I discovered changing the Group ID number helped it was like number 20 or 21, I changed it to 22 and that odd artifact was gone. Though I had that problem regardless of how close I was to to character in the render, and Lighting/shadows/render quality had noting to do with it. I also discovered 20 or 21 (cant remember) was actually the group ID number of the lacrimals (tear duct) of which I assigned it its own unique group id number.
Note: Group ID is found in surfaces tab, its a setting within AoA SSS. (if you change the number on the skin, make sure all the skin the same number. It tells daz that its one surface so that it blends it accordingly)
Actually, the reverse is true. The default settings are actually exceptionally high. What you're seeing is a result of rendering the image in a lower resolution than it is intended for. The same issue occurs using the Sisters texture set, but rendering at a more generous 3000x3000 resolution removes the problem and gives a much cleaner image.
I'm not sure which settings you can play around with for rendering it in a lower resolution though. Perhaps AoA can answer this one, since it's the subsurface shader which is being used for both of these materials.
I had the same result as Juju, though like Spyro I had that result regardless of how close or far away I was. But for me it helepd with changing the Group ID of the skin (plus lips)
I agree with this - the scaly effect is usually caused by the shading rate and the shading scale in the surface parameters of the SSS shader.
ID groups are used to prevent seperate items from rendering black.
DS's default render settings are for me low.
Hi and thank you all for your advices.
I tried some things:
- alternate the shading rate and scale don't change anything it seams....
- rendering in a bigger pic (3000px) works....
- change the Group ID has the effect below... not much better....
hm.... may be it will be the easiest way not to use the SSS for distance renders....?