Mesh visability

DarwinsMishapDarwinsMishap Posts: 4,087
edited December 2014 in Daz Studio Discussion

I've been working on a V4.2 character in DS4.7 with SSS (Still new at this since I haven't really played with Studio since 3A). At first, I did not have this issue. I don't know what changed to have this suddenly crop up since I didn't change the light settings at all, but now the mesh is visible on her after rendering.

I used the light set up that is explained in Lactis' tutorial in both renders (I don't want to give that away, since it is part of his tutorial that you can purchase here). The second is the render without the mesh issue, the first render is the mesh suddenly cropping up about an hour after tweaking the SSS from AoA and Dimension Theory (base and settings). The only thing that has changed between them is the subsurface color (as you can see-the top render is set to white, the second is at the settings stated below) and adding the diffusion maps into the subsurface color's channel.

I've searched for a few days within this and other forums as well as Google to see if anything else comes up like this, but either my search words are incorrect or I'm blind, so I thought asking here would be my next logical step.

Settings:
no ambient
bump noise strength: 10%
bump strength: 50%
negative and positive bump: .1
diffuse color: 50%
displacement strength: 20%
normal map strength: 100
opacity strength: 100
spec/reflect trans: 1-on
reflect ray depth: 1
reflect bias: .1
reflect blur angle: .15
reflect blur samples: 2
reflect color: white 255, 255, 255
reflect index of refraction: 1.3
reflect strength: 3.5
accept shadows: on
shadow color: black - 0, 0, 0
smooth: on
spec color: white- 255, 255, 255
spec gloss: 50%
spec noise density: 40
spec noise strength: 10 %
spec strength: 15
spec 2 color: light blue- 220, 236, 255
spec 2 gloss: 85%
spec 2 strength: 20%
group ID's: skin 5, eye sclera/lac 2, nostril 3, nails 4, gums/mouth/tongue 1, teeth 6
index of refraction: Different for skin/cornea, etc, but on the face - 1.44
shading rate: .1
shading scale: .1
subsurface color: reddishpeach? - 128, 64, 64
subsurface: On- 1
subsurface strength: 75%
sss material type: Custom (started with skin A and changed to custom after adding the skin diffuse map into the subsurface color node and changed the subsurface color itself)
velvet backscatter: 10%
velvet color: white- 255, 255, 255
velvet fall off: 20
velvet roughness: 20%
velvet strength: 8.2

Lights (general):
4 distant lights:
all raytrace shadows
shadow softness: 50%
2 spec only
2 illumination on
UE- Occlusion with soft shadows, strength set to 70%, samples 128 and trace distance 150.

mesh_issue.jpg
500 x 650 - 158K
Macabre_V4_DS_4.7_.jpg
500 x 650 - 141K
Post edited by DarwinsMishap on

Comments

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,239
    edited December 2014

    I think this may relate to the shading rate,

    Have a look here it may help if you haven't read this already.
    http://www.ageofarmour.com/3d/tutorials/AoA_subsurface_shader_help.html#Subsurface_Scattering

    Post edited by Design Anvil - Razor42 on
  • DarwinsMishapDarwinsMishap Posts: 4,087
    edited December 1969

    Yes. I had that pdf file open as I worked in Studio, along with several threads within this forum in regards to the SSS settings. I've used the shading rates in the Studio runtime folder that came with the DT SSS product and they still show.

  • jestmartjestmart Posts: 4,449
    edited December 1969

    Use the Surface Select tool, right click on a surface and in the pop-up choose Select Surfaces with Value and in the drop-down select Group ID. Check that the surface have the same Shading Scale and Shading Rate. Do this for all your defined surface groups.

  • DarwinsMishapDarwinsMishap Posts: 4,087
    edited December 1969

    All of the surfaces have the shading scale and rate the same, I believe. I will go back and check them- thank you.

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