Why is this happening?

SorelSorel Posts: 1,406
edited November 2013 in The Commons

Soooooooooo whenever I apply AoA subsurface to the RM Nieves texture some weird things start to in the mouth area. Dont mind the eyes those aren't really tweaked at all yet. This is applied to Victoria 6. It does the same thing on Genesis as well. Also I forgot to turn victoria 6 off in the second image lol. First is without SSS and second is when applied. The lips appear to part and the teeth start to space.

nieves_full_retard.png
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nieves_01.png
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Post edited by Sorel on

Comments

  • KhoryKhory Posts: 3,854
    edited December 1969

    If you mean the white shiny bit it is due to the specularity being set to high. The lighter a texture is the less specularity it can take before it gets those hot spots. Try lowering the specularity percentage or using a slightly darker color.

  • SorelSorel Posts: 1,406
    edited November 2013

    Oh sorry, I forgot to specify the problem. The mouth gets all weird. It looks fine in the viewport but when it renders it gets all...well you see lol.

    Updated first post to be more specific.

    I also tested this on several other textures and none of them have this problem Nieves does. This is tamesis on V6 with AoA SSS applied.

    tamesis.png
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    Post edited by Sorel on
  • KhoryKhory Posts: 3,854
    edited December 1969

    You mean the mouth (and I think ears) are changing shape when you render? My guess without seeing any settings would be some kind of crazy displacement map.. But that a total guess since I have never seen anything like that happen.

  • SorelSorel Posts: 1,406
    edited December 1969

    There is no displacement maps but I think I figured out how to fix it. I was applying the default mat then applying the SSS. Well, there is also an HSS preset that I applied and then put in the AoA SSS and the mouth thing stopped. Odd ._.

  • KhoryKhory Posts: 3,854
    edited December 1969

    That is really very odd. The only surface setting that can actually change the shape of something is displacement.. I wonder if one of those has part of a morph saved with it?

  • SorelSorel Posts: 1,406
    edited December 1969

    Not from what I can see but all is well now and material adjustments are underway!

    nieves.png
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  • barbultbarbult Posts: 24,773
    edited December 1969

    You may have overlooked these important instructions in the AOA SSS Shader Instruction PDF file:

    Maximum Displacement
    - How far (in centimeters) bright pixels of displacement maps should move the
    surface outward.
    Set this value to 0.00 when no displacement map is used.

    Minimum Displacement
    - How far (in centimeters) dark pixels of displacement maps should displace
    the surface inward.
    Set this value to 0.00 when no displacement map is used

    If you do not set these values to 0, unexpected and unwanted displacement can occur. That might be what you are seeing.

  • SorelSorel Posts: 1,406
    edited December 1969

    oh. I never noticed that. That may have been it then. Thank you for that heads up.

  • Richard HaseltineRichard Haseltine Posts: 102,424
    edited December 1969

    I do have a script to zero displacement bounds on surfaces with not displacement http://www.daz3d.com/forums/discussion/25642/

  • KhoryKhory Posts: 3,854
    edited December 1969

    She turned out lovely at least!

  • SorelSorel Posts: 1,406
    edited December 1969

    I do have a script to zero displacement bounds on surfaces with not displacement http://www.daz3d.com/forums/discussion/25642/

    ohhh thank you very much!

  • TJohnTJohn Posts: 11,221
    edited December 1969

    Sorel said:
    I do have a script to zero displacement bounds on surfaces with not displacement http://www.daz3d.com/forums/discussion/25642/

    ohhh thank you very much!
    I also recommend this product for those who wish to "automate" changes to SSS. Under "What's Included & Features" it mentions 3 shader fixes. One of them sets the extra displacement amount SSS adds to 0 without disturbing the original shader displacement.
    http://www.daz3d.com/subsurface-toolbox.

  • MistaraMistara Posts: 38,675
    edited December 1969

    huh??? why does sss add displacement?

  • TJohnTJohn Posts: 11,221
    edited December 1969

    huh??? why does sss add displacement?

    Because it can?
  • SorelSorel Posts: 1,406
    edited November 2013

    tjohn said:

    I also recommend this product for those who wish to "automate" changes to SSS. Under "What's Included & Features" it mentions 3 shader fixes. One of them sets the extra displacement amount SSS adds to 0 without disturbing the original shader displacement.
    http://www.daz3d.com/subsurface-toolbox

    I've actually been using this, but I must have skipped that part of the shader. I see it has one for displacement, bumb and reflections. I guess I should pay more attention to these things in the furture.

    Post edited by Sorel on
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