Daz model topo and SSS - funny issue

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DrHemulen
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Joined: Thu Dec 26, 2013 7:09 pm

I've been playing around a lot with shaders latetely, and I've been having trouble with eye shaders looking really weird in my tests. I finally figured out why:

Image
This is how it looks, dusk daylight an emitter just behind the head and TonySculptor 2.0 applied to the head and face. Notice the weird glowing eye? This is caused by the DAZ model topology. As the DAZ models have no eye sockete geometry and the eyes have no back sides, light transmitted thought the back of the head shines out through the eye lenses :mrgreen:

Problem more or less goes away when you apply hair, as this blocks most of the light from the rear source:
Image


This may also be why SSS shaders are a bit hard to work with sometimes, as they prefer a closed mesh.
Once geografting is fixed, I'm going to fix that by grafting eye-sockets in there I think.

Nothing terrible, just a fun little finding that can be quite confusing :)
GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
SiliconAya
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Posts: 176
Joined: Tue Jul 30, 2013 12:00 pm
Location: Australia

This looks more like a issue with your pupil mat more than anything else, I highly recommend leaving the pupil mat as the default diffuse material that OcDS normally converts it as, anything else tend to look unrealistic and strange.

Also your SSS looks a bit too strong, try increasing the scale in the scatter node.
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DrHemulen
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Joined: Thu Dec 26, 2013 7:09 pm

It's the redspecs pupil mat.
I was working with the scatter scale when I figured this out. Putting a solid sphere in the head also blocks the light through the lenses, so I'm pretty sure this is actually the issue, and not a function of the pupil material. It's of course worse than normal because my scale is off, and I have bright light source just behind the head here :)
GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
SiliconAya
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Joined: Tue Jul 30, 2013 12:00 pm
Location: Australia

Just because it's the redspec pupil mat doesn't make the mat not the issue. Just ditch the pupil mat and move on, save yourself the problems and the wasted time fixing something that's not really an issue.
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Using default pupil mat, one eye hidden.
Using default pupil mat, one eye hidden.
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DrHemulen
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Posts: 317
Joined: Thu Dec 26, 2013 7:09 pm

Haha yeah, you are probably right :) I guess it's only an issue when you use a transparent pupil material.
GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
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