G8M Eye problem.. ((Workaround found))

HamEinarHamEinar Posts: 121

I am almost out of hair to pull out.. Have tried applying different eye shaders for different characters, but no matter what I do, I end up with this black-eyed beast..

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Using DS 4.11.0.383

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Post edited by HamEinar on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,712

    Have you adjusted the Path length settings in Render Settings? Were the characters you tried made for Genesis 3 Male or Genesis 8 Male?

  • HamEinarHamEinar Posts: 121

    Path length is at infinite (-1), all the shaders I've tried were for G8M.

  • JonnyRayJonnyRay Posts: 1,744

    Check the SSS (Subsurface Scattering) settings on the eye surfaces and make sure they are set to "mono" not "chromatic".

  • HamEinarHamEinar Posts: 121
    JonnyRay said:

    Check the SSS (Subsurface Scattering) settings on the eye surfaces and make sure they are set to "mono" not "chromatic".

    Check - they all are.

  • HamEinarHamEinar Posts: 121
    edited July 2019

    Definitely a G8M problem - female is fine..

    The scene is lit Sun-Sky Only, could this be the culprit?

    Update: nope, tried using both Dome and Scene and Scene Only with the included Skydome as emissive - no change.

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    Post edited by HamEinar on
  • PadonePadone Posts: 3,796

    This also may happen if your character is far away from the scene center (0,0,0 coordinates), afaik it's a iray "limitation".

  • HamEinarHamEinar Posts: 121
    Padone said:

    This also may happen if your character is far away from the scene center (0,0,0 coordinates), afaik it's a iray "limitation".

    I will check this when I get home - it's a weird Iray limitation if it only happens on G8M though....

  • JonnyRayJonnyRay Posts: 1,744

    I want to say that I've had this problem myself once before. As I recall, I went through and used the Eye Surface Settings for Iray from the linked forum post and it went away. I wish I could remember why or knew exactly what the answer was. As I recall I was going through this and suddenly one of the changes fixed it.

  • HamEinarHamEinar Posts: 121
    JonnyRay said:

    I want to say that I've had this problem myself once before. As I recall, I went through and used the Eye Surface Settings for Iray from the linked forum post and it went away. I wish I could remember why or knew exactly what the answer was. As I recall I was going through this and suddenly one of the changes fixed it.

    Thanks for the help guys - it turned out Padone was right; I put everything else in the scene into a group, parented that group to the G8M character, moved him to x:0 z:0 and now the eyes render as intended.

    I don't quite see how this is an "Iray" problem though, as when I added a G8F next to the G8M in the initial position (way off center - we're talking a couple of thousand on both the x and z axis) she had no eye-problems whatsoever. In fact she was even further away from center...

    So I guess the workaround when using large sets is to move everything around the character and not the character around the set. Not optimal, but doable I guess.

  • PadonePadone Posts: 3,796
    edited July 2019
    HamEinar said:

    I don't quite see how this is an "Iray" problem though, as when I added a G8F next to the G8M in the initial position (way off center - we're talking a couple of thousand on both the x and z axis) she had no eye-problems whatsoever. 

    So I guess the workaround when using large sets is to move everything around the character and not the character around the set. Not optimal, but doable I guess.

    This issue also affects G8F with the default shaders, just take her to 10.000 or something far from the center and you'll see it. May be G8M is just more "sensitive" for some difference in the eyes setup or shaders. But the issue itself seems to be generic.

    EDIT. Going technical it seems to me a light path tracer failure with dielectric surfaces that for some reason misses precision far away from (0,0,0) coordinates. But it's just a guess.

    Post edited by Padone on
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