Converting G8F wit DazToMax: Eye-Problem in VRay
amelie
Posts: 13
When converting G8F to 3ds-Max with Daz to Max and then converting Material to VRay, the eyes of G8F are completely white.
I attached a picture:In the perspective view the eyes are black after conversion to vray. In the renderd picture, the eyes are white.
The render-settings arevisible too.
Any suggestions how to fix this problem?
Comments
Please zoom the views in to show only the ehad, or give the girl some clothes.
This sounds as if the opacity is going from 0 to 1 on the eye surface material.
Sorry for the nude girl. I didn't think about it, it's a 3d-model standard figure of DAZ.
I tried to put different opacity-sliders from 100% to 0% in Material-Editor: Nothing helped up to now.
Ok, so here is another file: On the left side G8M, on the right side Victoria 7. The problem with the white eyes only exists at the Generation 8-People, not at G3M/G3F-series.
I think it's a bug in the bridge which doesn't takke care of some special things at the G8-series.
Any help?
Now I tried to copy all the eye-materials from Victoria 7 to G8M: You see the result in the attached file: The iris changes a little bit, but still nearly all stays white. I don't understand this behaviour.
I copied:
Cornea, EyeMoisture, EyeSocket, Irises, Pupils, Sclera
I think these are all the eye materials. I didn't find another one. But after copy from V7 to G8M the eyes still don't look normal. So it'S probably not only a problem of opacity.
Now I tried to copy all the eye-materials from Victoria 7 to G8M: You see the result in the attached file: The iris changes a little bit, but still nearly all stays white. I don't understand this behaviour.
I copied:
Cornea, EyeMoisture, EyeSocket, Irises, Pupils, Sclera
I think these are all the eye materials. I didn't find another one. But after copy from V7 to G8M the eyes still don't look normal. So it'S probably not only a problem of opacity.
Now I've found the resolution: It'S a problem of the Texture-Maps from Irises, Pupils and Sclera:
Open the Material Explorer, go to Irises, load the diffuse map into the Material Editor. Then change coordinates U: 6,0 to 0,0 and check Tile for U and V. That's all.
As the number of the map in Pupils and Sclera is the same, you don'T have to do the same procedure there, it changes automatically.
It took some hours to find this problem. I don't know why, but with some eye-textures in G8F, this problem doesn't exist. But for example with the standard texture of G8F the problem is essential.
If others have the same problem, this is the solution.
Thank you very much Amelie.....this was doing my head in!!
Pete
Hi,
Can you please explain with details and some screenshots. (for a noob like me)
THANKS