In addition to a glowing mouth, my figure has mottled skin. It's as though the texture map of the skin is broken into visible tiles instead of one smooth surface. Any ideas which slider is causing this?
What lighting are you using, is this UE2 or another shader light? Have you looked at increasing the Shading Rate, and check to see if there is any displacement?
I'm using UE2…just as is. I'm still learning the ropes of that and what shaders are, but it seems to cure some shading issues I was having. I bumped up the shading rate and still have the strange tiled look. the Genesis Two figure is set to high resolution level.
Yes I'm using uber and you can only pump up the light intensity so much. I moved up the intensity scale (whatever that is) as well. I added one of the extra shaders that comes with uber and that seems to have helped. I'm not entirely sure what Uber is…but gather it is a sort of sky-dome shaped light. And these other added things are different image maps over that sky dome that modulate the light.
Its not the intensity its the other settings you need to alter such as the Occlusion Samples, the Shading rate, the Max error the Occlusion samples may need to go up to 128, your render settings are important as well.
Thanks for the info. Most forums have that insert "img" tag function. I tried to attach and it didn't work in a preview but here goes again:
Yea from the looks of things when you loaded UberEnvironment you left the settings at the default which is the low quality. You're going to want to boost up the quality and maybe play with the settings to balance quality with render time.
Select the UberEnvironment2 lights in the scene and from there go to the content library.
In the content library the directory you're looking for will be something like:
DAZ STUDIO FORMATS > My Library > Light Presets > OmniFreaker > UberEnvironment 2
There you'll find the preset selections when you scroll all the way down.
When you click you won't notice any difference in the viewport, but you'll notice the difference when you render. The higher quality presets get rid of the blotchiness you're seeing.
Thanks…found that. Boy that Set Quality 3Hi sure takes it's sweet time to render. At least I know where to look now and can do some trial and error.
Yeah if you toggle between the presets while having UberEnvironment selected and viewing the Parameters tab under "Lights" you can see exactly what values each preset is changing and use that as a basis to tweak to balance quality vs render time . That's what really helped me find a nice medium.
That's a huge help. Are there particular parameters that are responsible for heavy render time?
The big one is samples. The more samples, the better and smoother the light but the longer it takes to calculate. If you imagine each 'square' on your original render as being a single sample or 'light ray', you can see how more samples means each ray covers a smaller area.
High samples will give a smooth lighting effect, but naturally has the downside of causing longer render times. I find 128 samples to be enough for most things using UberEnvironment.
^^ Cosign that but you may even want to try taking it below 128 and see if you can live with those results. If I'm not mistaken 128 is the level for the 4x quality setting.
Also, play with the different environment modes (the presets don't change this). By default I think Uberenvironment is set to occlusion w/ directional shadows. If you set it down to Occlusion w/ soft shadows it'll boost the render time slightly, but again see if you like the result. If you switch it to ambient (no raytracing) then the render will be almost instant but the look will be completely different and you'll have to add other lights in order to get shadows.
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Posting an image of the problem would help a lot.
What lighting are you using, is this UE2 or another shader light? Have you looked at increasing the Shading Rate, and check to see if there is any displacement?
I'm using UE2…just as is. I'm still learning the ropes of that and what shaders are, but it seems to cure some shading issues I was having. I bumped up the shading rate and still have the strange tiled look. the Genesis Two figure is set to high resolution level.
I'd attach a photo but I don't see any button for using those img tags.
Attach a image (either JPG,GIF or PNG format) by using the "Attachments" Button beneath the typing panel and browse to where you have it on your PC
Thanks for the info. Most forums have that insert "img" tag function. I tried to attach and it didn't work in a preview but here goes again:
That looks like you need to increase your render settings and your light settings -are you using UberEnvironment?
Yes I'm using uber and you can only pump up the light intensity so much. I moved up the intensity scale (whatever that is) as well. I added one of the extra shaders that comes with uber and that seems to have helped. I'm not entirely sure what Uber is…but gather it is a sort of sky-dome shaped light. And these other added things are different image maps over that sky dome that modulate the light.
Its not the intensity its the other settings you need to alter such as the Occlusion Samples, the Shading rate, the Max error the Occlusion samples may need to go up to 128, your render settings are important as well.
Yea from the looks of things when you loaded UberEnvironment you left the settings at the default which is the low quality. You're going to want to boost up the quality and maybe play with the settings to balance quality with render time.
Select the UberEnvironment2 lights in the scene and from there go to the content library.
In the content library the directory you're looking for will be something like:
DAZ STUDIO FORMATS > My Library > Light Presets > OmniFreaker > UberEnvironment 2
There you'll find the preset selections when you scroll all the way down.
When you click you won't notice any difference in the viewport, but you'll notice the difference when you render. The higher quality presets get rid of the blotchiness you're seeing.
Thanks…found that. Boy that Set Quality 3Hi sure takes it's sweet time to render. At least I know where to look now and can do some trial and error.
Yeah if you toggle between the presets while having UberEnvironment selected and viewing the Parameters tab under "Lights" you can see exactly what values each preset is changing and use that as a basis to tweak to balance quality vs render time . That's what really helped me find a nice medium.
That's a huge help. Are there particular parameters that are responsible for heavy render time?
High samples will give a smooth lighting effect, but naturally has the downside of causing longer render times. I find 128 samples to be enough for most things using UberEnvironment.
^^ Cosign that but you may even want to try taking it below 128 and see if you can live with those results. If I'm not mistaken 128 is the level for the 4x quality setting.
Also, play with the different environment modes (the presets don't change this). By default I think Uberenvironment is set to occlusion w/ directional shadows. If you set it down to Occlusion w/ soft shadows it'll boost the render time slightly, but again see if you like the result. If you switch it to ambient (no raytracing) then the render will be almost instant but the look will be completely different and you'll have to add other lights in order to get shadows.