Problem rendering Michael 6
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I'm relatively new to Daz, but I've not had too many problems that I couldn't solve through trying everything until something works.
This, though...
This happens every time I try to scale down Michael 6 and render. This also happens with the generic Genesis2, but I'm able to disable the Bump and Displacement maps and that fixes it. I have no idea why this is happening or how to fix it, though, and it's driving me nuts. I've tried adjusting Bump and Displacement values for the reduction in scale, but that didn't help any either. In this image, I have him scaled down to about 2.6%. Of course, at full size, it renders fine, but this makes no sense to me. Any help would be appreciated.
Edit: fine, you want to remove the damn render that's illustrating the problem? I'll throw some shorts on him.
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Comments
I'm guessing this is caused by normal maps. In People -> Genesis 2 Male -> Materials -> Michael 6 you should find a "M6 Normal Maps Off" preset. Apply this to M6 and see if it fixes the issue. The default Genesis 2 Male skin does not use normal maps, but the Michael 6 skin does.
Thanks for the suggestion. It sorta worked. It fixed most of the problem, but there's still some nastiness on the face, hands, and feet for whatever reason. I'm at a loss.
Why are you scaling him so small? Wouldn't it be easier to scale the other objects bigger? If you're importing .objs that are coming in super tiny try the Poser scale instead of the Daz scale and it will be a lot closer to the right size for him. (I have no idea why it's doing that, first idea would be the shading scale on the SSS, but it doesn't look like it from the render)
Wow, I'd never tried scaling M6 down like that, but I can reproduce your problem. I resolved it by turning off all bump and displacement. I didn't fiddle with normals, but I guess you could turn them off, too. To turn off all bump and displacement, I set the bump and displacement maps to none and set all minimum and maximum values to 0.
Remember that just because the figure is scaled down, doesn't mean the displacements are. They're done in world-scale, so they either need to be scaled down to match (in other words, 2.6% of their original value) or removed entirely. It's for this reason it's generally better to scale upwards instead, unless most of your scene is at full scale and you want a tiny person running around it.
Hopefully I've adequately explained why this problem occurs.