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Re: Problem with high density on scattering nodes
Posted: Tue Mar 03, 2020 3:46 pm
by Kanne
Hi,
i guess the team is pretty busy with other topics/issues currently but can you take a guess when they will have time to take a look into it?
Kind regards.
Re: Problem with high density on scattering nodes
Posted: Tue Mar 03, 2020 9:58 pm
by face_off
May I suggest clicking the Support menu option at the top of this page and submitting your ORBX scene with a ticket.
Paul
Re: Problem with high density on scattering nodes
Posted: Mon Mar 23, 2020 3:43 pm
by Banti
Hello Paul,
I am also encountering this same problem but there is yet another thing that i am experiencing. And i believe that it might be
related to this "faceting" problem. When applying scatter medium to a material and aplly it to a character
(i tried it with genesis 8 and 3) there appear seams between the bodyparts. I will attach examples.
I have also found out that this problem does not exist in the 2019 version of the Plugin. Everything
scattering-related works just fine there for me.
I just wanted to know if you think those problems have the same source?
Have a good day and thanks for your work.
Re: Problem with high density on scattering nodes
Posted: Mon Mar 23, 2020 9:34 pm
by face_off
I am also encountering this same problem but there is yet another thing that i am experiencing. And i believe that it might be
related to this "faceting" problem. When applying scatter medium to a material and aplly it to a character
(i tried it with genesis 8 and 3) there appear seams between the bodyparts. I will attach examples.
I have also found out that this problem does not exist in the 2019 version of the Plugin. Everything
scattering-related works just fine there for me.
I just wanted to know if you think those problems have the same source?
What version of the plugin are you using please?
Paul
Re: Problem with high density on scattering nodes
Posted: Mon Mar 23, 2020 9:44 pm
by Kanne
Banti wrote:Hello Paul,
I am also encountering this same problem but there is yet another thing that i am experiencing. And i believe that it might be
related to this "faceting" problem. When applying scatter medium to a material and aplly it to a character
(i tried it with genesis 8 and 3) there appear seams between the bodyparts. I will attach examples.
I have also found out that this problem does not exist in the 2019 version of the Plugin. Everything
scattering-related works just fine there for me.
I just wanted to know if you think those problems have the same source?
Have a good day and thanks for your work.
iNJjzWb.jpg
L4RGhU8.jpg
The seems between face-groups is a known issue in 2020.1. A fix is scheduled for 2020.2 as far as i read.
Re: Problem with high density on scattering nodes
Posted: Mon Mar 23, 2020 10:00 pm
by Banti
Kanne wrote:Banti wrote:Hello Paul,
I am also encountering this same problem but there is yet another thing that i am experiencing. And i believe that it might be
related to this "faceting" problem. When applying scatter medium to a material and aplly it to a character
(i tried it with genesis 8 and 3) there appear seams between the bodyparts. I will attach examples.
I have also found out that this problem does not exist in the 2019 version of the Plugin. Everything
scattering-related works just fine there for me.
I just wanted to know if you think those problems have the same source?
Have a good day and thanks for your work.
iNJjzWb.jpg
L4RGhU8.jpg
The seems between face-groups is a known issue in 2020.1. A fix is scheduled for 2020.2 as far as i read.
Oh alright then

And do you happen to know when we can expect the 2020.2 release?
Thanks for your answer and havea good day
Re: Problem with high density on scattering nodes
Posted: Mon Mar 23, 2020 10:28 pm
by face_off
And do you happen to know when we can expect the 2020.2 release?
I don't know. You would need to ask OTOY that question.
Paul
Re: Problem with high density on scattering nodes
Posted: Wed Apr 15, 2020 3:45 pm
by Kanne
As i've been in contact with the support over this issue for the last few weeks i want to summerize it here, in case someone else is stumbling over this issue too.
Short summary: Works as designed.
Core-Developers and support suggest using lower density settings. With certain shader setup's (like the one i used) this is not an option, as the shader would become waxy and i wouldn't know how to compensate it.
Another suggestion, i already was aware of: Increasing the subdivision level
- Pro: Smooth look, HD-Morphs apply
- Cons: Slow Editor, not practical when tweaking morphs, cases where you need level 5 sub division depending on the close-up
SDK for Daz3D restricts plugins to only access the geometry of the viewport -> plugins can not make use of the parameter/option render subdivided level. (Would have been a handy workflow)
In the beginning of the investigation there was a lot of concern about a properbly scaling issue, but this is not the case. Differences in scaling were incorrect import settings. The plugin works properly.
As random walk and universal materials become more stable with the recent release of 2020.1 RC3 i will progress my shader experiments in this direction.
Re: Problem with high density on scattering nodes
Posted: Wed Apr 15, 2020 7:23 pm
by Banti
Kanne wrote:As i've been in contact with the support over this issue for the last few weeks i want to summerize it here, in case someone else is stumbling over this issue too.
Short summary: Works as designed.
Core-Developers and support suggest using lower density settings. With certain shader setup's (like the one i used) this is not an option, as the shader would become waxy and i wouldn't know how to compensate it.
Another suggestion, i already was aware of: Increasing the subdivision level
- Pro: Smooth look, HD-Morphs apply
- Cons: Slow Editor, not practical when tweaking morphs, cases where you need level 5 sub division depending on the close-up
SDK for Daz3D restricts plugins to only access the geometry of the viewport -> plugins can not make use of the parameter/option render subdivided level. (Would have been a handy workflow)
In the beginning of the investigation there was a lot of concern about a properbly scaling issue, but this is not the case. Differences in scaling were incorrect import settings. The plugin works properly.
As random walk and universal materials become more stable with the recent release of 2020.1 RC3 i will progress my shader experiments in this direction.
Thanks for your summary. The facetting and seams problem are extremly annoying. At least the seams should be fixed in the latest release. Since i rarely use a pure specular material for skin the facetting is not always a problem for me but its frustrating for sure.
That said, i had some great results with using random walk in specular materials, its faster than regular scattering and looks as good if not better. So there is that.
Re: Problem with high density on scattering nodes
Posted: Thu Apr 16, 2020 5:24 am
by face_off
The facetting and seams problem are extremly annoying.
It would be worth trying the Octane 2020.1 RC3 build of the plugin that I just posted, as Octane 2020.1 RC3 contains the fix "Fixed issue with subsurface scattering causing visible seams.".
Paul