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Thanks, marble. I'll check to see if that is the case...
I have this problem and I've found it to only occur if I use environment-based/HDRI lighting; i.e., if you only use Photometric lights you should not have this problem. Can you confirm if you're using environment lighting? Try it without and see if you still get it.
Interesting. In those shots I was using an HDRI, but later I used only photometric lights and it still happened.
I really loved that approach! As a noob onto this "photorealism" business, and since I dont' own any skeleton (other than my own), I wanted to try a hackish, quick & dirty approach: I created a geoshell over my character but dialed the Offset Distance at -0.50, so it's under the skin. I just put a "hard plastic" shader on the geoshell and hid the "nails" material zone on it.. I did this quick render and I used this technique on my gallery (Low Key #1). No photorealism there, but I sort of liked the look. I still think a full skeleton will look better.
thats awesome, I hope PAs come up with a product for that, a skeleton for better sss.
Here is Emily O Brien the actor photoscanned by Digital Human League http://gl.ict.usc.edu/Research/DigitalEmily2/
I plugged her into DAZ and this is what I got.
The bump map is a whopping 8k resolution
Rendered in DAZ in 2 minutes, only 25mb of geometry, 180mb of textures.
Here's the scene file if you guys wanna play with it. https://drive.google.com/file/d/1AVM2gdos4l4pKRtKO_-Mz9wZOg0c1OJR/view?usp=sharing
You will need to download the textures from http://gl.ict.usc.edu/Research/DigitalEmily2/
I can't get it .. The uber volume already comes with transmitted and scattering distances. Why you don't just use them ?
davidtriune, that is absolutely gorgeous!!!
Because light does not scatter uniformly across the skin, different skin zones, bone meets skin depths, dual lobe skin properties all factor in to a convincing realistic skin.
Not sure if it had to be a full skeleton. Hands, forearms, feet and parts of the nose should be enough. So basicley only those fine structures that have bones inside.
I'm really impressed by the quality of the Digital Emily.
I rendered her with the scene from @davidtrune, however I changed the lighting according to the thread Genesis 8 Female example and improvement discussion
You can find the full resolution PNG on DA: http://fav.me/ddp24p7
found a G3f skeleton in the free stuff section at Rotica: First render is without an interior skeleton, second is with a skeleton.
If you see the skin tone of Emily on that digital human website she looks much paler than in DAZ Studio. Maybe diffuse scattering is insufficient on skin in iRay.
I definitely dont think i have the perfect settings on her. I also don't like that the lacrimals seem a little orangey
but hey you guys can probably figure out even better settings than me :)
I figured out the appearence of the UV seams...
They appear when rendering with spectral. Apparently this is a "known issue" which has never been fixed. The seams are evident on many (if not nost) skins. Unfortunately, there doesn't seem to be a workaround.
Anyone have ideas?
I suppose spectral isn't necessary, but then davidtriune's excellent settings don't work as well.
Interesting - good to know, thanks!
Jeff, we're still eagerly awaiting your skin settings.
hey, a magician isn't obligated to share his secrets.
i just happen to be generous :)
LOL - True, but he hinted he might, so I'm just nudging a bit.
davidtriune, have you run into this problem with spectral before?
I haven't really noticed but now that I load a character up I see it.
That's a bummer. Spectral rendering is needed for realism IMO. It's more PBR. Has it been reported or just talked about in the forums?
I've seen it mentioned on a bunch of threads, once I went looking. The replies were essentially, "Stop using Spectral." I was very disappointed.
For what it's worth, I was able to get pretty good resuls with "traditional" rendering with your settings. All I had to do was reduce the Ratio Scott. Meas. Distance / Trans. Meas. Distance to 0.015.
Never used spectral but it's good to know, thank you. Then on other discussions it seems chromatic sss works fine only with spectral. It's a shame since chromatic is used with some characters as Victoria 8 for example. Nevertheless depending on the settings it seems sometime you can switch to mono without too much of a difference.
As a side note for exporting skins to cycles it is good to avoid chromatic as well, since it isn't converted fine by diffeomorphic. To be fair it is also not documented at all in the iray documentation.
Thus the more I know about iray the more I see iray is not ready for production, from the black eyes issue to the blurry denoiser and now spectral seams .. that's a mess.
lol I'm not with-holding any info or secrets... just been too busy + lazy to document my settings.... i promise to get around to it as soon as I can
I don't use spectral in my renders, but I do add refraction weight to the skin. If I add above .25 refraction I start to see these seams. Hope it gets addressed.
I' m not sure that the green line is a bug.
I can see the same green line in Keyshot or Corona (for 3dsMax). Maybe also in Arnold.
Some users said to make the bleed of textures bigger. But i never try this.
Well, it's just odd it doesn't appear in a typical Iray render - only spectral.
Dont quit using Spectral just yet. From what I am seeing it is nearly a requirement to get realistic colors. In Octane this seam issue can happen from time to time when SSS materials properties between zones are not EXACTLY the same. Look to the torso and limbs textures especially the Medium settings to ensure that every single setting is the same for the torso material as it is for the limbs. But here's the interesting thing. It seems that the copy/paste function for applying settings can break it. So try to avoid copying and pasting the transmission and medium related settings and instead try to manually reproduce each of the settings for each new material zone. This approach works for me in Octane to remove the seams. All the best! Great work in this thread everyone please keep at it!
I had a chance to play with 3ds Max/Vray to try and render some Daz Characters. I had exactly the same seams when I did a GPU render. Seperate render passes showed it was only on the SSS layer. When I rendered on the CPU with exactly the same material, there are no seams!!
I am dying to know. I have been asking since last year around November and still really need to know. I still log in every now and then just to check on this.
FYI you can still get seams when spectral rendering is off:
I checked that the body parts are the same materials like Rashad suggested.
Also tried rendering with only CPU like stevie3d said, but same problem.
then I decided to load up the default skin and then set up all my settings again. After I did that, the seams disappeared.
I notice that strange things happen to skins when you press undo after applying shaders on separate body parts. Like the option to set maps disappear
Before undo
After undo
I'm thinking my skin may have been screwed up after I pressed the undo button sometime.