Me again sorry... Weird black rings around sclera... what is causing them?

Yeah I know I am back asking for help again, but I have been ripping out renders here for a while now since I really got into it again and I decided to do a nice close up render of my character's face, because of a few I have seen others do. So I hit render and go take a nap, I come back to a partial render because I woke up and I see these black lines or rings or whatever they are on the sclera of her eyes and I have no idea what is causing it, I have triedchanging the only dial I know of that accects the eyes themselves and I have tried changing the textures, but nothing... It only shows up in IRAY. Does anyone know what causes this?

Valshea eyes WTF 2000.jpg
2000 x 2000 - 3M

Comments

  • SeraSera Posts: 1,675
    edited May 2021

    Hmmm... I bought a character recently that had black rings around the eyes. It turned out to be her head morph and I had to return her. I would try dialing out the head morphs to see if any of those are causing the issue. 

    Post edited by Sera on
  • MalandarMalandar Posts: 776

    certaintree38 said:

    Hmmm... I bought a character recently that had black rings around the eyes. It turned out to be her head morph and I had to return her. I would try dialing out the head morphs to see if any of those are causing the issue. 

    This girl doesn't use any bought characters the only thing this is not a generic morph is Josie 8's eyelashes.

  • benniewoodellbenniewoodell Posts: 1,986

    If the character is not at the center point world, move it to the center and see if that works and if not, then try shrinking the hair cap to 99%. Either one of those fixes this issue for me every time. 

  • MalandarMalandar Posts: 776

    benniewoodell said:

    If the character is not at the center point world, move it to the center and see if that works and if not, then try shrinking the hair cap to 99%. Either one of those fixes this issue for me every time. 

     Well  damn, that seems to have fixed the isue, moving her to center of scene, which is good because it fixes the issue, but if I want a bigger scene it could  be  an issue...

  • MimicMollyMimicMolly Posts: 2,211
    Malandar said:

    benniewoodell said:

    If the character is not at the center point world, move it to the center and see if that works and if not, then try shrinking the hair cap to 99%. Either one of those fixes this issue for me every time. 

     Well  damn, that seems to have fixed the isue, moving her to center of scene, which is good because it fixes the issue, but if I want a bigger scene it could  be  an issue...

    You could always parent wherever she's standing to her, and then when you move her to the center, the environment would move along with her, and she'd remain in the same position.
  • benniewoodellbenniewoodell Posts: 1,986

    Yep, what MimicMolly said is what I do now. Glad it worked! 

  • MalandarMalandar Posts: 776

    MimicMolly said:

    Malandar said:

    benniewoodell said:

    If the character is not at the center point world, move it to the center and see if that works and if not, then try shrinking the hair cap to 99%. Either one of those fixes this issue for me every time. 

     Well  damn, that seems to have fixed the isue, moving her to center of scene, which is good because it fixes the issue, but if I want a bigger scene it could  be  an issue...

    You could always parent wherever she's standing to her, and then when you move her to the center, the environment would move along with her, and she'd remain in the same position.

    I'll try that, , though for some scenes I do that's a lot of parenting lol.

  • SeraSera Posts: 1,675

    Malandar said:

    MimicMolly said:

    Malandar said:

    benniewoodell said:

    If the character is not at the center point world, move it to the center and see if that works and if not, then try shrinking the hair cap to 99%. Either one of those fixes this issue for me every time. 

     Well  damn, that seems to have fixed the isue, moving her to center of scene, which is good because it fixes the issue, but if I want a bigger scene it could  be  an issue...

    You could always parent wherever she's standing to her, and then when you move her to the center, the environment would move along with her, and she'd remain in the same position.

    I'll try that, , though for some scenes I do that's a lot of parenting lol.

    You can drag one item to another in the scene list, and it will parent automatically. I'm pretty sure if you select more than one item, you can use this method to parent multiple items at once. 

  • benniewoodellbenniewoodell Posts: 1,986

    Malandar said:

    MimicMolly said:

    Malandar said:

    benniewoodell said:

    If the character is not at the center point world, move it to the center and see if that works and if not, then try shrinking the hair cap to 99%. Either one of those fixes this issue for me every time. 

     Well  damn, that seems to have fixed the isue, moving her to center of scene, which is good because it fixes the issue, but if I want a bigger scene it could  be  an issue...

    You could always parent wherever she's standing to her, and then when you move her to the center, the environment would move along with her, and she'd remain in the same position.

    I'll try that, , though for some scenes I do that's a lot of parenting lol.

    Once I have everything set up how I want it, I shift click everything in the scene tab, then alt click the character to unselected it and drag the rest to be parented to it. Super quick and simple, shouldn't put a damper on what you do at all. 

  • wyvern13wyvern13 Posts: 13

    You can also switch the "Instancing Optimization" in your render settings from "Auto" to "Memory" and you won't have to fiddle with keeping your models at world center to prevent this issue.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,583

    set path tracing to infinite too

  • PaintboxPaintbox Posts: 1,633

    The problem is a rounding error in Iray that occurs away from the origin. You can also increase the distance between the material that covers the eye and the eye itself. Can't remember what it is called.

  • zombiewhackerzombiewhacker Posts: 684

    How far from origin center does the problem emerge? If one keeps the primary character at 0,0 that solves that problem, but what about crowd scenes -- wouldn't characters farther from center still display the same bug?

  • PaintboxPaintbox Posts: 1,633

    zombiewhacker said:

    How far from origin center does the problem emerge? If one keeps the primary character at 0,0 that solves that problem, but what about crowd scenes -- wouldn't characters farther from center still display the same bug?

    This is why it is better to use the eye morph technique, you know for sure you eliminate the problem. The other is the render optimization technique. The origin technique is only helpful in a few cases, imo.

  • LucielLuciel Posts: 475

    zombiewhacker said:

    How far from origin center does the problem emerge? If one keeps the primary character at 0,0 that solves that problem, but what about crowd scenes -- wouldn't characters farther from center still display the same bug?

    I'd guess that in a crowd scene at long distances the chances are you wouldn't even be able to see it. Especially if you're using DoF or not making extremely massive images. 

  • MalandarMalandar Posts: 776

    wyvern13 said:

    You can also switch the "Instancing Optimization" in your render settings from "Auto" to "Memory" and you won't have to fiddle with keeping your models at world center to prevent this issue.

    Fixes the issue completely as far as I can tell, thanks.

  • blazblaz Posts: 261
    Malandar said:

    wyvern13 said:

    You can also switch the "Instancing Optimization" in your render settings from "Auto" to "Memory" and you won't have to fiddle with keeping your models at world center to prevent this issue.

    Fixes the issue completely as far as I can tell, thanks.

    Just wanted to point out, the fix is not switching to memory, but the switch itself. It would also work if you changed from memory to auto. Something gets recalculated when the change is made. Also, didn't DAZ fix this just recently?
  • zombiewhackerzombiewhacker Posts: 684

    Paintbox said:

    zombiewhacker said:

    How far from origin center does the problem emerge? If one keeps the primary character at 0,0 that solves that problem, but what about crowd scenes -- wouldn't characters farther from center still display the same bug?

    This is why it is better to use the eye morph technique, you know for sure you eliminate the problem. The other is the render optimization technique. The origin technique is only helpful in a few cases, imo.

    What's the eye morph technique, though? No one has described it thus far. 

  • MalandarMalandar Posts: 776

    blaz said:

    Malandar said:

    wyvern13 said:

    You can also switch the "Instancing Optimization" in your render settings from "Auto" to "Memory" and you won't have to fiddle with keeping your models at world center to prevent this issue.

    Fixes the issue completely as far as I can tell, thanks.

    Just wanted to point out, the fix is not switching to memory, but the switch itself. It would also work if you changed from memory to auto. Something gets recalculated when the change is made. Also, didn't DAZ fix this just recently?

    Oh so just switching back and forth does it, cool good to know. and I don't know iof they did or not, I am using the latest version that is not a beta as far as I know.

  • MalandarMalandar Posts: 776

    Well I got the render done finally, I let it render out while I was asleep and I love how it looks, but  now rendering as large as I did I notice a spot where her texture does not match, in a glaring spot, and I am at a loss... I have never been great at postwork and I don't know what the hell caused the texture to become mismatched that much. I am also quite irritated about it as well.

    Valshea Portrait seam 2000 .jpg
    1414 x 2000 - 2M
  • HylasHylas Posts: 5,070

    Yet another way to solve the black sclera problem: enlargen "Eye Moisture" just a tiny bit. Use these free morphs to do that:

    https://www.sharecg.com/v/94074/gallery/21/DAZ-Studio/InTheFlesh-Merchant-Morphs-for-G8F-Vol.-1

    https://sharecg.com/v/94004/gallery/21/DAZ-Studio/InTheFlesh-Merchant-Morphs-for-G8M-Vol.-1

  • Ghosty12Ghosty12 Posts: 2,065

    The same problem happens with hair, where you can see large black marks on a characters forehead if they are too far away from centre..  I think this is one of the most annoying things about iRay, that has yet to be sorted out..

  • MalandarMalandar Posts: 776

    Ghosty12 said:

    The same problem happens with hair, where you can see large black marks on a characters forehead if they are too far away from centre..  I think this is one of the most annoying things about iRay, that has yet to be sorted out..

    Yeah, I had that problem as well, on this but I knew about the  shrinking the skullcap  trick.  I just didn't know that the  eye thing could be fixed  the same way.

  • Ghosty12Ghosty12 Posts: 2,065

    Malandar said:

    Ghosty12 said:

    The same problem happens with hair, where you can see large black marks on a characters forehead if they are too far away from centre..  I think this is one of the most annoying things about iRay, that has yet to be sorted out..

    Yeah, I had that problem as well, on this but I knew about the  shrinking the skullcap  trick.  I just didn't know that the  eye thing could be fixed  the same way.

    Never thought about doing that with the skullcap thankyou for the tip.. smiley  On the eye thing yes it is quite an annoying thing, one thing you might try is there is a pupil and iris adjustment settings.. Where you can move them forward or backward, that may help iof not the only option you have is the keeping the figure at zero XYZ..

  • MalandarMalandar Posts: 776

    WendyLuvsCatz said:

    set path tracing to infinite too

    Where do I do that?

  • y3kmany3kman Posts: 802

    Malandar said:

    WendyLuvsCatz said:

    set path tracing to infinite too

    Where do I do that?

    If you don't know were to find that, that means you're using the default infinite setting. 

  • FrinkkyFrinkky Posts: 388

    Malandar said:

    Well I got the render done finally, I let it render out while I was asleep and I love how it looks, but  now rendering as large as I did I notice a spot where her texture does not match, in a glaring spot, and I am at a loss... I have never been great at postwork and I don't know what the hell caused the texture to become mismatched that much. I am also quite irritated about it as well.

    Most likely a texture map issue. If there's no issue in the viewport (non-iray), then the issue lies with another map other than diffuse. Usual suspects are normal maps or specular. Check you're using the correct arm/torso maps for each (eeg. both from the same character). If you are, you'll need to put in a bug report for Daz to reach out to the creator to fix. 

  • MalandarMalandar Posts: 776

    Frinkky said:

    Malandar said:

    Well I got the render done finally, I let it render out while I was asleep and I love how it looks, but  now rendering as large as I did I notice a spot where her texture does not match, in a glaring spot, and I am at a loss... I have never been great at postwork and I don't know what the hell caused the texture to become mismatched that much. I am also quite irritated about it as well.

    Most likely a texture map issue. If there's no issue in the viewport (non-iray), then the issue lies with another map other than diffuse. Usual suspects are normal maps or specular. Check you're using the correct arm/torso maps for each (eeg. both from the same character). If you are, you'll need to put in a bug report for Daz to reach out to the creator to fix. 

    I haven't had time to check until now, but I'm about to make sure, as far as I know it is all one texture set. But I have done a little experimenting that I had forgotten about, so I need to make sure, so gonna reload the texture and find out.

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