Eyelashes not rendered properly

Good day people.

I'm having some issue with a render.
As you can see for some weird reason the eyelashes on the model turn out soldi white.
In the preview inside DazStudio they are also solid, as if there was no texture assigned.

I've tried few thing, including loading IN the picture a brand new model, with the same textures and it works.
I tried to copy and paste the whole texture node from the working model to this one, but nothing happens.

It worked before, that's something I cannot understand.
I really do not wish to re-do the model cause it's already in an intricate scene and there is a tons of object on screen making it all very slow.

Oh I've also tried to re-apply the texture to the whole model, even using the 3d delight and then switch back to Iray, no luck.

I'm going to attach the settings as well, that I repeate: are the same as the new figure but on this old one they do not work.

I've also tried to reboot the program few times ... I've encountered some issues where for some reasons he didn't like to render with my gpu and went cpu only ... yee Daz...

 

Anyway!
Thanks in advance for any helps you can give me.

 

eyeproblem.jpg
1300 x 1500 - 1M
settings.jpg
921 x 1233 - 408K

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,718

    Which figure is it?

  • AscaniaAscania Posts: 1,855

    Have you actually tried to give an opacity map to the eyelashes?

  • Alien AlloyAlien Alloy Posts: 186

    Which figure is it?

    It's a genesis 3 male with a morph.

  • Alien AlloyAlien Alloy Posts: 186
    Ascania said:

    Have you actually tried to give an opacity map to the eyelashes?

    I've tried to actually copy and paste the whole material nodes from a fresh figure, the same one loaded into the scene that has no issue of the sort.
    Copied, pasted on the old figure (the one with the white eyelashes), nothing changed.

    In the opacity node (if that is how it's called in Daz), I've the actual texture of the eyelashes and the setting is at 1.0.

  • Richard HaseltineRichard Haseltine Posts: 102,718

    Copy and paste trasnfers settings but not the shader used, though your screen shot shows a surface with the iray Uber base shader (a bit less cropping so we could see what was selected would be useful). You have checked that there's only the one figure in that location?

  • Alien AlloyAlien Alloy Posts: 186

    Copy and paste trasnfers settings but not the shader used, though your screen shot shows a surface with the iray Uber base shader (a bit less cropping so we could see what was selected would be useful). You have checked that there's only the one figure in that location?

    Okey so here we go.

    There are no duped models.
    In the first picture you see him as It get rendered.
    In the second picture I leaded another figure. It's the same with the same texture and all out of the box, and eyelashes works.

    Third picture is the snap op the surface nodes of the NON working one
    Fourth picture is the snap of the surface nodes of the WORKING one.

    I've been fighting on this for all day now and I'm sure I'm probably missing a simple detail due to the frustration, but I don't understand why one is working and the other is not.

    I Would normally do not bother and replace the figure but there is a shit ton of posing and fixed to apply and I would love to avoid that.

    TestFail01.jpg
    1500 x 1731 - 3M
    TestFail02.jpg
    1500 x 1731 - 2M
    BrokenMale.jpg
    1156 x 1557 - 584K
    WorkingMale.jpg
    1152 x 1587 - 553K
  • felisfelis Posts: 4,673

    There is one thing I can think of.

    You don't happen to have added a geometri shell?

  • Alien AlloyAlien Alloy Posts: 186
    felis said:

    There is one thing I can think of.

    You don't happen to have added a geometri shell?

    Please don't tell me that's the problem ...

    I added one in the land down under.

  • Richard HaseltineRichard Haseltine Posts: 102,718
    felis said:

    There is one thing I can think of.

    You don't happen to have added a geometri shell?

    Please don't tell me that's the problem ...

    I added one in the land down under.

    Ah. You should be able to hide the unwanted bits in the parameters pane - there's a list, by surfaces and by groups, with On/Off buttons. The shell has its own material settings, which it needs in order to do things like provide a blend between parts.

  • Alien AlloyAlien Alloy Posts: 186
    felis said:

    There is one thing I can think of.

    You don't happen to have added a geometri shell?

    Please don't tell me that's the problem ...

    I added one in the land down under.

    Ah. You should be able to hide the unwanted bits in the parameters pane - there's a list, by surfaces and by groups, with On/Off buttons. The shell has its own material settings, which it needs in order to do things like provide a blend between parts.

    Un-freaking-belivalbe.

    I follow your direction, dag inside the surface and what not and found nothing.
    I tried to delete the whole shell to see if something changed (you know the usuall click and see what happens approach), and the problem was still there.

    Then I check the Gen 3 model and hidden down below, as a parented prop, not a figure there where 2 damn copies of the shell that produced that problem.

     

    I gotta tell you. Daz3d has lot of potential but I miss working with Poser ... at leas there I knew what the hell I was doing!! :D

     

    Thank you guys!

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