Problem with G8F Janet Skin Seams by Akasha and Anain - Solved

DiomedeDiomede Posts: 15,221
edited March 2022 in The Commons

I am experiencing a problem with the skin materials for G8F Janet by Akasha and Anain.

Product is here.  https://www.daz3d.com/janet-for-genesis-8-female

Find attached the Iray result when I load.  Notice the seams between the face and head, between the torso and arms, and between the torso and legs.  I suspect there is something different about the torso maps, but I don't know.  Is this something that happens from time to time in Daz Studio for which frequent users know a solution?  Or is this specific to this product that needs either a PA update fix or some identifiable adjustment to the maps by the user?  The problem persists in full render, not only the scene viewport.

EDIT:  The solution identified by FenixPhoenix is that the gamma of the normal map for the torso needs to be set the same as for the other skin material zones.  In this case, under surfaces tab, go to the torso, go to the channel for the normal map, click on the map, click on image editor, change gamma to 1.

janet problem 01.jpg
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janet problem 02.jpg
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Post edited by Diomede on

Comments

  • FenixPhoenixFenixPhoenix Posts: 3,113

    It looks like there may be a problem with the torso settings. My suggestion would be to check the surface settings for the torso and compare it to the arms to spot any differences (in map placement or setting values) and correct it. You could also copy the settings for the arms and paste them on the torso, then swap the arms maps for the torso maps manually.

  • jestmartjestmart Posts: 4,449

    Select only the surfaces that are skin (exclude the Lips as they can have different settings to make them look glossy) and see if any ? in the settings.

  • IceCrMnIceCrMn Posts: 2,142

    I reported this back in December of 2018.Ticket #287837. 

    Looks like it's not been fixed.

  • IceCrMnIceCrMn Posts: 2,142

    Just looked at my fixed preset.

    Remove the normal maps to fix it.

  • DiomedeDiomede Posts: 15,221

    Thank you everyone for your helpful responses.  I have not had a chance yet to try them, but will post a confirmation in a day or two.  I am confident that @IcrCrMn normal map solution will work, but if not, I will copy a limb to the torso and substitute maps as per @FenixPhoenix.  

    Thanks again.

  • DiomedeDiomede Posts: 15,221

    Confirmed fix - thank you again.

    As per @IceCrMn, setting the channel for the normal map of the torso to 0 eliminated the seams at the shoulder/thigh/face

    Thanks again.

    Janet turn off normal map works.jpg
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  • FenixPhoenixFenixPhoenix Posts: 3,113

    interesting @Diomede. So does that mean the normal was included by mistake? I'm guessing that the other parts of the body do not have a normal map or also have them set to 0?

  • DiomedeDiomede Posts: 15,221

    FenixPhoenix said:

    interesting @Diomede. So does that mean the normal was included by mistake? I'm guessing that the other parts of the body do not have a normal map or also have them set to 0?

    It is a mystery.  The other major skin parts (legs, etc) have normal maps and those maps are set to 1.  All of the other channels seem the same.  ???  But setting torso normal to zero works for some reason.

  • DiomedeDiomede Posts: 15,221
    edited March 2022

    More Fun - 8.1 Edition

    So, I decided to load the Janet character on the G8.1F figure as suggested in the G8 and G8.1 thread.  The screengrabs are of G8.1F.  First two are default shape and Janet maps applied after changing the UVs.  The maps are wrong on default load but can be fixed.  The third is the final result after adjusting the normal maps and the shape.  See this thread.  (Thank you @HalfLife for the video tutorial)

    https://www.daz3d.com/forums/discussion/comment/7395216/#Comment_7395216

    You can do this with the Janet character and G8.1 female but be aware surface areas.  You have to change the normal for both 'body' and 'head' of G8.1F to 0.  I don't know why.  But it does work, for whatever reason.

    bb01 if 81 then not have torso instead have body and then have to do head as well.jpg
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    bb02.jpg
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    bb03.jpg
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    Post edited by Diomede on
  • IceCrMnIceCrMn Posts: 2,142

    Maybe the normal map is on the wrong UV tile for the G8F UV?

    I admit, I know very little about UV mapping, so just a guess.

  • DiomedeDiomede Posts: 15,221

    IceCrMn said:

    Maybe the normal map is on the wrong UV tile for the G8F UV?

    I admit, I know very little about UV mapping, so just a guess.

    I opened another ticket for what it is worth, asking that a product update fix the default load.  I am just happy to have a solution.  Thank you very much.  I would never have identified and solved that.

  • IceCrMnIceCrMn Posts: 2,142

    You're welcome

  • FenixPhoenixFenixPhoenix Posts: 3,113

    I'd expect to see seams if there's a normal map everywhere else BUT on the torso. The only exception would be if the normal maps had very little detail (or perhaps no detail near the seams). Perhaps the normal map for the torso has the wrong gama, maybe. It's worth checking by clicking on the map > Image Editor > and comparing whatever the value for that image gamma is to another normal map from the same figure.

  • DiomedeDiomede Posts: 15,221
    edited March 2022

    FenixPhoenix said:

    I'd expect to see seams if there's a normal map everywhere else BUT on the torso. The only exception would be if the normal maps had very little detail (or perhaps no detail near the seams). Perhaps the normal map for the torso has the wrong gama, maybe. It's worth checking by clicking on the map > Image Editor > and comparing whatever the value for that image gamma is to another normal map from the same figure.

    Aha!  @FenixPhoenix, you are amazing.  Yes, the gamma for the normal map for the torso was different than the gamma for the arms, legs, etc.  Setting the torso gamma to match (1) fixes the issue.  Strange that turning the normal map off also made the appearance better.  Hmmm.

    Much better solution.

    Screengrabs and default test render attached

    janet torso image editor settings.jpg
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    janet torso compared to arms gamma 1.jpg
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    janet torso compared to legs equals 1 gamma.jpg
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    janet torso change gamma to 1 fixes better than 0.jpg
    1442 x 904 - 192K
    Janet with torso normal map gamma set to 1.jpg
    1400 x 2000 - 570K
    Post edited by Diomede on
  • FenixPhoenixFenixPhoenix Posts: 3,113

    Diomede said:

    FenixPhoenix said:

    I'd expect to see seams if there's a normal map everywhere else BUT on the torso. The only exception would be if the normal maps had very little detail (or perhaps no detail near the seams). Perhaps the normal map for the torso has the wrong gama, maybe. It's worth checking by clicking on the map > Image Editor > and comparing whatever the value for that image gamma is to another normal map from the same figure.

    Aha!  @FenixPhoenix, you are amazing.  Yes, the gamma for the normal map for the torso was different than the gamma for the arms, legs, etc.  Setting the torso gamma to match (1) fixes the issue.  Strange that turning the normal map off also made the appearance better.  Hmmm.

    Much better solution.

    Screengrabs and default test render attached

    Excellent, @diomede! I'm glad that worked! Since we've been doing so many products for different skins (and therefore I had to study how most PAs set things up) I figured it was worth a shot, as that's an issue that can happen! Glad it fixed it! If you submitted a ticket, perhaps giving them the solution will speed up the process of updating the product with the fix :).

  • robertswwwrobertswww Posts: 793

    @FenixPhoenix Awesome solution!
    @Diomede Thanks for doing all the initial work on testing the normal map surface settings in the Daz Image Editor... I just tried it, and it works like a charm!

  • DiomedeDiomede Posts: 15,221
    edited March 2022

    I couldn't figure out how to look up my old ticket so I submitted a second ticket describing the situation and mentioning my first ticket.  Hopefully, they can figure it out and get Akasha and Anain the correct information.  No one should expect a quick update if the help tickets are to be relied upon, but maybe Akasha and Anain will see that there is a thread.  I did not see a commercial thread or I would have posted there.  My not seeing one and there not being one are two different things, of course.

    Post edited by Diomede on
  • FenixPhoenixFenixPhoenix Posts: 3,113

    @robertswww, glad I could help! I recently experimented with the gamma when I was building the presets for a texture-add on and then had the issue cropped up with the seams. So seeing @Diomede's screenshot + the potential solution of disabling the normal map got me thinking that map might have a different gama. Fortunately it worked out and the solution is quite simple :).

    Even if it takes a while for QA to reach out to the PA(s), if anyone else has the same problem, there's a chance they'll see this thread :).

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