Changed materials and the eyes now render with a black circle around the Iris

ChoronzonChoronzon Posts: 48

I went from one body mat to another, both Iray and both appropriate for the model (Sylvan to Murphy).  In texture view the eyes look fine but when I rendered or looked at them in Iray view there are black cirlcles around the iris's.  I turned the eyes off and on and that cleared the issue in Iray view but not in render.  When I returned to Iray view again the circles had returned.  I have tried resetting to as basic a material as possible and that has seemed to work for a bit but the circles inevitably return in the rendering.  It seems clear that it is an issue with the Iris border but I can figure what is wrong!  Any help gladly accepted.

Post edited by Choronzon on

Comments

  • ChoronzonChoronzon Posts: 48
    edited January 2020

    In Iray view in main view and in texture view in upper left

    Eye in texture view.jpg
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    Post edited by Choronzon on
  • ChoronzonChoronzon Posts: 48
    edited January 2020

    A second look

    A second look.jpg
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    Post edited by Choronzon on
  • Oddly the effect doesn't occur in the Perspective camera... very odd

  • wsgentrywsgentry Posts: 572

    Try using a cornea morph.  I've had it and using the cornea morph fixed the issue.

    Scott

  • JD_MortalJD_Mortal Posts: 760
    edited January 2020

    NOTE: The preview window does not normally display models with the same "detail level", they have one less SubD level than the rendered view, when you hit render. Found in the "Parameters" tab, for each model-component.

    The issue could be due to the closeness of the fake blackness against the actual eye-ball. Or it is a z-order issue, or material opacity-mapping issue.

    Have you altered the iris or pupil? Have you applied a scaling morph? Is there some facial morph that alters the eyes? (It may not have morphed the pupil blackness in the morph. That is hard to grab or it may not be the same "polygons", if the morphs were originally for another model and then converted. Thus, it isn't adjusting the blackness shape with the eye-ball.)

    Honestly, this is a common issue in Gen3 models too. Thus, the morph which fixes the issue to make that odd inner-wall of blackness smaller or push it back further, if you adjust the pupils or iris.

    The texture/material may have had a transparent component which your new material doesn't have applied. Perhaps that is how the modelers fixed the issue, instead of actually just fixing the issue of having protruding intersecting shapes.

    This reason, among others, is why I wish they just switched to a "formulated eye", which isn't an actual "object". Rather, it is calcualted, based on settings, then generated and created to perfection. Same as fingrnails and hairs should be. In the scene, it would be an actual object to manipulate, but not saved as an object in the file. Instead, we have to deal with a multi-part object, where individual parts don't play well with one another, like this, and tears.

    Post edited by JD_Mortal on
  • DaventakiDaventaki Posts: 1,624
    edited January 2020

    I believe if I remember correctly there are 2 possible fixes. Is your figure is no longer at world position 0 which causes it?  Move figure back to world 0  or sometimes you can change in your render settings under optimization/instancing optimization whichever one its set on (speed or memory) select the other. 

     

    Hunted up the thread for this https://www.daz3d.com/forums/discussion/comment/5015501/#Comment_5015501

    Post edited by Daventaki on
  • Cornea Morph for the win.  The other responses just might explain it so thanks to all who responded!  Good to know it is common, I will know how to approach this next time.

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