Skin settings in version 4.6
It's been a while since I've been here. I'm not exactly new to Daz, but I'm no genius at it either. Anyway, I just got a new system AND Daz Version 4.6. I notice that the skin settings are a bit different and not how I remember them from a previous version I used. There's more settings than before, and they're not all in the same places. I've been messing around, but I want to know if there's a way to make the model's skin look better, instead of looking like she has a skin condition. For clarification, on this sample, I am using UE2 1 set for occlusion w/soft shadows. Occlusion samples is set on 123. I got help with this for the other version I used to use, and I made use of some of those tips, but if you'll look at the torso, I'm having this issue:
Comments
In the Surfaces tab in the Torso area check the Bump and Displacement settings. They look to high too me. If that is what you mean if not I need more info.
I tried your suggestion, and it seems to have made a difference, thought the skin just looks blotchy now, and I don't know if I still have it wrong or if that's just the texture. In the original, I had the bump over 30% and the displacement at 25 or 30%. I cranked the bump down by over half what it was, and the displacement down to under 10%, and I get this:
Well that looks better, but not sure on the blotchy skin. Could be render settings or the UE settings. Not sure.
You could try upping the quality of the uber environment lights. Sometimes that helps. =-)
By quality, are you referring to the intensity settings, occlusion strength, or maybe the render priority?
Jaderail - The blotchy look of the skin may just be the texture. It looks about the same in the unrendered project - just not as defined.
Another problem I'm having with the UE - and I don't know if this software or hardware related. My new system, while having an awesome i5 quadcore cpu, is running onboard video at the moment. I'll install a video card later. But depending on which UE mode I choose, I get different results. The first image has the UE set for occlusion w/directional shadows, and the second is occlusion w/soft shadows. You can see a clear difference.
By quality, are you referring to the intensity settings, occlusion strength, or maybe the render priority?
Jaderail - The blotchy look of the skin may just be the texture. It looks about the same in the unrendered project - just not as defined.
You can set the quality of the uber environment 2 lights which can help with some splotchiness. I circled here:
EDIT: I might have that backwards but it is proper for the two settings.
I think I understand what you mean when you talk about the difference between the two settings, but did you notice the background set piece wall? In the one with directional shadows, everything is clear and well defined, and in the other there is a lot of weird black spottiness. Is that supposed to happen with it set for soft shadows?
SereneNight - Thank you for the pointer. I have noticed those, but I wasn't sure what they were for.
Opps did not notice that, Hmm... I'll look into this. It could be a issue that needs reported but I'll not know until I test with the New version of the DAZ Studio lights and Shaders. TY for the Heads up.
No problem. Just to clarify, I am running version 4.6.1.33 pro 64 bit (I'm guessing this is the latest version) on Win 8.1, with Intel Core i5 4430, 12GB DDR3 RAM, and as stated earlier, onboard graphics. I haven't added anything to the program yet, and the lighting elements seen in the examples are the stock UE lights.
I'm now on DS4.6.1.39 Full release and Installed the updated Lights and Shaders pack. My PC is a bit more powerful but that should not mater from the render engine. Thanks for the Info.