Genesis 2 Male fingernail issue

DarwinsMishapDarwinsMishap Posts: 4,087
edited July 2015 in Daz Studio Discussion

Hey all,

I am currently in the process of creating a Gen2Male figure.  The issue is this: 

There is no bump (and the area where the nail is grayed out completely with 50% gray), no displacement (settings at 0), and even if I take out the maps from the dials that have been set to zero I get the same issue.

I have copied the displacement settings from the hand to the nails and the results are the same.

I have turned off Smooth and Around Corners Across Materials on the nails and the results do not change.

I have removed all displacement maps from the hand AND the nails, and the issue is gone.

The bump and displacement maps are all Grayscale, Gamma 1.

Has anyone else seen the nails do this?

Rendered in Iray, material set up includes SSS and Iray shaders. Rendered in Studio 4.8.

 

The other skin texture for this set does not have this issue at all, so I'm curious.

 

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Post edited by DarwinsMishap on

Comments

  • AndyGrimmAndyGrimm Posts: 910
    edited July 2015

    try: thin walled on - only for the fingernails -  that solved a similar problem in my case.  

    Post edited by AndyGrimm on
  • DarwinsMishapDarwinsMishap Posts: 4,087

    So far, nada. I am experimenting with adding displacement to the nails themselves and working with the settings.  The thin walled did little to no effect.  I'll keep updating as I go.  Hopefully someone at Daz can pitch in with a tip or hint.  ;)

  • AndyGrimmAndyGrimm Posts: 910
    edited July 2015

    i think  it has to do with scattering and transmission and not with  bump/displacment.. the nails are a mix between volume and single sided mesh.. and this seems to result in such strange grey parts, confusing iray' ....   set the weight of the glossy layer (scattering) and if you use top coat (scattering) layer -  temporarly to zero. to figure out if scattering  is the reason of your problem. 

    Also the lights power and directions did affect this grey artefacts ...  i had them way more using low light and sensible camera settings... while using daylight,  the nails rendered way cleaner.

    Post edited by AndyGrimm on
  • DarwinsMishapDarwinsMishap Posts: 4,087

    Ok, I'll try that as well.  Very frustrating to me, since the lighting in both versions is the same.  I'll update again when I can.

  • jestmartjestmart Posts: 4,449

    May be worth knowing that the polygons that form the underside of the nails are assigned to the hands texture and UV mapped as part of the hands.

  • DarwinsMishapDarwinsMishap Posts: 4,087

    I did not know about the polygon thing, thank you Jetsmart.

    I did as Andy suggested about removing the glossy and top coat (setting them to zero) and it seemed like it worked even with the displacement and bump added to them.  I'll piddle a bit more and post a result when I can.

    Thank you both!

  • DarwinsMishapDarwinsMishap Posts: 4,087

    Ok...

    I turned Thin Walled on, removed the gloss and top coat (scattering) layer to zero.  The displacement settings are the same on the hand : Strength 29%, Min -.15% and Max 95%, the displacment maps are black background so the nails have only black as displacement.  The ring around the edge of the nail is gone, but now I have to piddle with things to get them back onto the fingertips.

     

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  • DarwinsMishapDarwinsMishap Posts: 4,087
    jestmart said:

    May be worth knowing that the polygons that form the underside of the nails are assigned to the hands texture and UV mapped as part of the hands

    How would I go about fixing those polys assigned textures to match the nails then?  Hm.

  • DarwinsMishapDarwinsMishap Posts: 4,087

    Fixed thanks for the input

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