As I recall, Project EYEray has a problem with Chromatic SSS when there is no background used. There is a fix included with the product...something along the lines of a file that changes it to Mono (SSS). As I recall, the file is located in the Information folder.
I discover this problem in octane sometimes. Usually the maker of the morph was not really careful or didn't care to check to see if the eye moisture surface began to intersect with the sclera. When this happens I have to go into zbrush and fix it myself.
This was an old problem that seemed to have resurfaced. One possible fix is to set the render instancing optimization to "speed" instead of memory. I think that's what it's called.
The other was to create a morph that pushed the water moisture away from the eyes a touch. The geo intersects and causes this, is what I understood.
Duskrider actually created a morph on share CG for free that addresses it on G8F. I don't have a link, as I'm on a phone, but if you Google "G8F World Center Eye Fix DAZ" you should find it easily enough. That guys a hero, I struggled with this for days the first time around.
Thank you @duckbomb I wasn't aware of this fix. So it seems iray lacks precision when far away from the scene center, and adding an offset helps it. In my opinion this should be reported to the daz support for them to fix G8 and the other figures as well. And if that's the issue then any surface with refractive materials should be checked.
Of course fixing iray itself would be better but that's up to nvidia.
This was an old problem that seemed to have resurfaced. One possible fix is to set the render instancing optimization to "speed" instead of memory. I think that's what it's called.
The other was to create a morph that pushed the water moisture away from the eyes a touch. The geo intersects and causes this, is what I understood.
Duskrider actually created a morph on share CG for free that addresses it on G8F. I don't have a link, as I'm on a phone, but if you Google "G8F World Center Eye Fix DAZ" you should find it easily enough. That guys a hero, I struggled with this for days the first time around.
I also got the bug with a G8M yesterday, and I was going to make a morph for him, as well, but switching that initialization mode to "speed" seemed to fix it with no other noticeable drawbacks as far as I could tell.
There are other things besides the eyes that can be effected by this issue, though you may not notice. It basically can effect any overlapping surfaces that have some transparency. So skin and hair can be effected as well.
Besides changing the optimization setting, the other way to avoid this issue is to create some space between these surfaces, that's all my morph does. My morph simply moves the eye moisture a tiny fraction out from the sclera so that they no longer overlap. So if hair does this, just move the hair, maybe expand it slightly with the scale or use a morph if it has one to alter it. The farther you get from world center the more pronounced this issue becomes. So another possible fix is to center your character at 0,0 and adjust everything in the scene around them.
I list these fixes in case somebody wants to use the other setting, or by chance a new version of DS screws around with it, which is kind of what happened here. It used to be that 'memory' was the fix. Now newer versions of DS add this new 'auto' setting, which in my testing was way worse than the other options. I swear by 'auto' they mean it automatically selects the worst possible thing, LOL.
But what's real annoying is that the setting for this defaults back to auto every time you reboot Daz Studio. Which is SUPER annoying if you forget to change it, given that auto is the worst option.
@outrider42 Would you mind reporting the issue and your fix to the daz team and let us know how it goes please ? I suspect this may be a precision issue. Let's suppose that daz studio uses absolute coordinates for all the vertices in the scene with a limited precision. Then the more a vertex is far from the center and the more its position is approximated within the limited precision. Then it may happen that some close vertices overlaps.
If daz studio uses a limited precision for vertices then this may be a daz studio issue and not an iray issue. Unless it's iray itself limiting the precision that is. Does this happen with 3delight too ?
@outrider42 Would you mind reporting the issue and your fix to the daz team and let us know how it goes please ? I suspect this may be a precision issue. Let's suppose that daz studio uses absolute coordinates for all the vertices in the scene with a limited precision. Then the more a vertex is far from the center and the more its position is approximated within the limited precision. Then it may happen that some close vertices overlaps.
If daz studio uses a limited precision for vertices then this may be a daz studio issue and not an iray issue. Unless it's iray itself limiting the precision that is. Does this happen with 3delight too ?
I believe this has been reported by others, as it has been a long standing issue in Iray that goes back to its very beginning with Daz 4.8. It just gained more light when Studio introduced the option for auto optimization and made it the default. It is an issue within Iray itself, so only Iray's developers can actually do anything about it. Richard gave some kind of explanation on it. The only thing Daz would be able to do is to change the toggle settings to a sensible option for default. I would certainly like an explanation of what "auto" is supposed to be doing. What does it even mean?
I'm not sure if my discovery for separating the surfaces is really something new, either. I couldn't find a previous mention of it, but it may have come up at some point elsewhere. Everything else like the relation to world center has been known for a while.
This was an old problem that seemed to have resurfaced. One possible fix is to set the render instancing optimization to "speed" instead of memory. I think that's what it's called.
The other was to create a morph that pushed the water moisture away from the eyes a touch. The geo intersects and causes this, is what I understood.
Duskrider actually created a morph on share CG for free that addresses it on G8F. I don't have a link, as I'm on a phone, but if you Google "G8F World Center Eye Fix DAZ" you should find it easily enough. That guys a hero, I struggled with this for days the first time around.
One possible fix is to set the render instancing optimization to "speed" instead of memory -> funny but it is working for me! Thanks
This was an old problem that seemed to have resurfaced. One possible fix is to set the render instancing optimization to "speed" instead of memory. I think that's what it's called.
The other was to create a morph that pushed the water moisture away from the eyes a touch. The geo intersects and causes this, is what I understood.
Duskrider actually created a morph on share CG for free that addresses it on G8F. I don't have a link, as I'm on a phone, but if you Google "G8F World Center Eye Fix DAZ" you should find it easily enough. That guys a hero, I struggled with this for days the first time around.
Comments
As I recall, Project EYEray has a problem with Chromatic SSS when there is no background used. There is a fix included with the product...something along the lines of a file that changes it to Mono (SSS). As I recall, the file is located in the Information folder.
Have you tried applying the included fix?
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I discover this problem in octane sometimes. Usually the maker of the morph was not really careful or didn't care to check to see if the eye moisture surface began to intersect with the sclera. When this happens I have to go into zbrush and fix it myself.
Ohh I've been getting this too, but oddly enough it's popping up on characters I created a while ago that were previously fine.
This was an old problem that seemed to have resurfaced. One possible fix is to set the render instancing optimization to "speed" instead of memory. I think that's what it's called.
The other was to create a morph that pushed the water moisture away from the eyes a touch. The geo intersects and causes this, is what I understood.
Duskrider actually created a morph on share CG for free that addresses it on G8F. I don't have a link, as I'm on a phone, but if you Google "G8F World Center Eye Fix DAZ" you should find it easily enough. That guys a hero, I struggled with this for days the first time around.
Thank you @duckbomb I wasn't aware of this fix. So it seems iray lacks precision when far away from the scene center, and adding an offset helps it. In my opinion this should be reported to the daz support for them to fix G8 and the other figures as well. And if that's the issue then any surface with refractive materials should be checked.
Of course fixing iray itself would be better but that's up to nvidia.
Thanks Duckbomb. I'm guessing it's this one.
https://www.sharecg.com/v/94366/
Yep, that's it. Now that I'm at a computer (and sober), here's the origional post I found all of the info in: https://www.daz3d.com/forums/discussion/332851/daz-4-11-iray-dark-eyes-bug
I also got the bug with a G8M yesterday, and I was going to make a morph for him, as well, but switching that initialization mode to "speed" seemed to fix it with no other noticeable drawbacks as far as I could tell.
DELETE
Thanks duckbomb, switching rendering optimization to speed fixed the eye problem for me. Mine was set to auto.
Switching to speed fixed it for me also, thank you! This was driving me up a wall.
The workaround is great, until you are rendering something with lots of instances in it @.@
There are other things besides the eyes that can be effected by this issue, though you may not notice. It basically can effect any overlapping surfaces that have some transparency. So skin and hair can be effected as well.
Besides changing the optimization setting, the other way to avoid this issue is to create some space between these surfaces, that's all my morph does. My morph simply moves the eye moisture a tiny fraction out from the sclera so that they no longer overlap. So if hair does this, just move the hair, maybe expand it slightly with the scale or use a morph if it has one to alter it. The farther you get from world center the more pronounced this issue becomes. So another possible fix is to center your character at 0,0 and adjust everything in the scene around them.
I list these fixes in case somebody wants to use the other setting, or by chance a new version of DS screws around with it, which is kind of what happened here. It used to be that 'memory' was the fix. Now newer versions of DS add this new 'auto' setting, which in my testing was way worse than the other options. I swear by 'auto' they mean it automatically selects the worst possible thing, LOL.
But what's real annoying is that the setting for this defaults back to auto every time you reboot Daz Studio. Which is SUPER annoying if you forget to change it, given that auto is the worst option.
@outrider42 Would you mind reporting the issue and your fix to the daz team and let us know how it goes please ? I suspect this may be a precision issue. Let's suppose that daz studio uses absolute coordinates for all the vertices in the scene with a limited precision. Then the more a vertex is far from the center and the more its position is approximated within the limited precision. Then it may happen that some close vertices overlaps.
If daz studio uses a limited precision for vertices then this may be a daz studio issue and not an iray issue. Unless it's iray itself limiting the precision that is. Does this happen with 3delight too ?
I didn't know the speed optimization stuff.
In many case, bringing the figure at the center of the axis fixed that for me.
I believe this has been reported by others, as it has been a long standing issue in Iray that goes back to its very beginning with Daz 4.8. It just gained more light when Studio introduced the option for auto optimization and made it the default. It is an issue within Iray itself, so only Iray's developers can actually do anything about it. Richard gave some kind of explanation on it. The only thing Daz would be able to do is to change the toggle settings to a sensible option for default. I would certainly like an explanation of what "auto" is supposed to be doing. What does it even mean?
I'm not sure if my discovery for separating the surfaces is really something new, either. I couldn't find a previous mention of it, but it may have come up at some point elsewhere. Everything else like the relation to world center has been known for a while.
One possible fix is to set the render instancing optimization to "speed" instead of memory -> funny but it is working for me! Thanks
Looks to me like the old shoe polish on the binoculars trick... but that's just my opinion.
so so many defend DAZ saying this is not a modelling fault
yet it crops up in other softwares and render engines too and I have to "fix" it
I mostly just delete some geometry if I cannot move it
I had a thread too
but for FBX export I often just hide geometry with the geometry editor
Yup, it's definitely a modeling fault.
It's usually the result of using Genesis 3 eye materials on Genesis 8.