[daz3D is really driving me mad]
vascoaredji
Posts: 26
I got a model based on Harper.
I did several tries (I'm trying to learn how daz is working so I have no technical vocabulary concerning the 3Dmodeling) without any "visual" issues...
Recently I reused a "subset" including Harper and when I try some close ups on her face I got multiple artefacts appearing... suddenly...
I just hesitate to reinstall the Harper set or not... I did 7 scenes with her and I don't remember have modified anything aside of the "poses"...
PS: I got same artefacts on other scenes with other models, but not at the face that is not very important.
bugdemerde.png
553 x 453 - 464K
Comments
Have you moved the figure away from the centre of the stage?
I can't really understand... but this model is taken from different angles from different cameras... on more than 30 different scene files.
It happened only on those which were selected this morning for a batch render :{
I have to check again but it happens only on those files located on the file system on a folder were this morning I launched a batch render...
that is annoying I passed hours to pose the 7 last scenes :{
I checked all the files I got two of them that doesn't display such artefacts.
The question is... how apply the model that is correct (at render) without changing the pose and expression(s) of the model into the seven scenes I spent 14 hours to set ?????
I tried with "save as materials" it didn't worked...
One thing that is sure: I WILL NEVER AGAIN USE THIS SCENE OPTIMIZER !!!!
The character is OK on scene12 (without opt) and on scene12opt the character is messed up !!!!
I don't use scene optimizer.
I know that many forehead black lines are caused by the haircap, an issue with how IRAY reads mesh that is too close to another mesh. Various solutions are employed to deal with it: shrink down the skullcap just a tad, relocate the figure nearer to the centre [0,0] of the scene, and my usual take is to select another hair. Seems to me that somebody released a phenomenally large skull cap which too many vendors are using, covers most of the forehead, why? Nobody over here is growing hair on their forehead! Anyhow ... good luck with whichever path you take.
Rather unintuitively, I usually select the hair cap and increse the size a notch or two to give is a little space from the skull. I think it has something to do the the geometry intersecting but that usually works for me.
As marble and Catherine said it's the haircap, siwtch to "Smooth Shaded" mode in viewport and you will see the haircap for the hair intersecting with the forehead (it is invisble in texture and NVIDIA mode.) Adjust the cap with whatever sliders it has (even the greyed out ones) that offset it outwards from the forehead. You may also need to adjust the sides and temples.
I jump on windows and try then comeback with tears... of joy or sadness ^^
After (again) hours... I just know that position on scene is not the point... the hair cap yes, it wipes the forehead artefacts when removed, BUT I got artefacts at the cornea/eyes/iris of the model... whatever the hair style or whatever there is hairs or not :{
I could change the model as this is the only one (as far as I can see) showing such issue :{
I forgot to save the render with the artefact... post it tomorrow I'm exhausted...
The issue with the eyes is common to the figures - it's an Iray thing. Similar to the haircap mesh - again there are layers of mesh very close to each other.
You might already have a an iris bulge morph in your collection [check over on the Parameters Tab]. Several characters come with one. There are also a few free ones available possibly over at sharecg.
Also the lighting plays a big role in how the eyes will appear. Iray needs lots of light. Note that the 'create light' features work better with 3Delight. Iray can make use of mesh lights. A sphere for example, cutout geometry at 0.0001, emission 'white' [that turns it on, black turns it off], set to the k* value of maybe 500. Do not put it between camera and figure though or a there may be a snowball of white pixels ... set it off to the side of or higher and behind the camera.
I have not finished to get punches in the face with this tool ^^
I use sky only environment and I have theses artefacts (black zone around the iris and white snowball of white pixels as you said or as I understand)... this characater is alone for tests.
I only passed 100 iterations... that is enough...
You suggested, sorry my english is very poor, to get a "iris bulge morph" somewhere or check if I got a parameter in the "surface pane" to modify settings related to reflection/refraction of the light around the iris ?
It can help if the figure is at the loading position, 0,0 on the floor. That cornea mesh problem gets worse - some even get black eyes - the farther away from the loading position 0,0.
Yes, iris or, in looking around I find it may be referred to as a cornea bulge morph. I know there was one at sharecg but didn't find it on first search. I know that several characters came with one - it would be mentioned in the product description if it does. Not in the Surface Pane, look in the Parameters Pane ... possibly somewhere under Actor, head, etc. I'll have to load in a figure and see if I can find one ;-)
Success!
Okay :-)
On the Parameters Tab look here: Actor/Head/Face/Eyes/Real World
You might have "Eyes Cornea Bulge"
This morph is activated by the Shape preset "OnFleek Cornea Bulge On" which is free here: https://shop.aprilsvanity.com/onfleek-for-genesis-3-8-female-s.html
To download, click the "Download for Genesis 8 Female" at the bottom of the product description.
You all rock ^^
Thanx for your patience... I wil test it tonite !!
72 hours of work... nothing more... still have black artefacts at the eyes from one scene to another without any explaination...
Well it doesn't take 72 hours to find out if the eyes are going to render incorrectly. Spot render the area ;-)
You will need to provide more information if you want more detailed help. Like is the character at ground zero or is it way off centre someplace?
Dial out the morph and check the eyes. If they look fine, then start dialing in a little of the morph ... eventually figuring out whether it is the character morph doing something nasty with the eye mesh.
Are you using enough lights? Iray does need lights - although the lack of lots of lights shouldn't make black artefacts AFAIK.
Edition of D/S being used, OS, are drivers up-to-date ...
Using correct Iray shaders or materials on the eyes ...
Anything else you can think of that is going on ...
Try using a different character and/or materials on the figure ...
Check the eyelash morphs ... there have been a few cases wherein custom eyelashes were not working correctly with the figure poses. Dial them in/out/whatever, see what happens.
Brought G8M into Hexagon and discovered an eye problem. It may or not be what you're dealing with. While bulge morphs may certainly help it -- seems to me there's another solution and that would be to morph more shallow the eye socket because it's sticking out of his eye something fierce! No logic to that.