Re: OctaneRender for DAZ Studio 3.0.0 [TEST]
Posted: Tue Dec 22, 2015 8:18 am
Bug: cannot set Mix Material amount manually - only with slider
Community Forums for OTOY Customers
https://render.otoy.com/forum/
Set the Ray Epsilon to Manual and set it to the lowest setting you can that is not 0 (ie. 0.000001). If the black patch is still there, you need to move the hair vertices out from inside the scalp.Does anyone notice scalp issue when applying almost any type of hair to any Genesis? I see blot of black on top head.
This has not changed with Octane 3 - enable Kernel->Alpha Channel.Does anyone know how to hide the hdri environment in 3? In 2 it was in the kernal settings.
Alternatively, see if any of the hair materials/surfaces has Displacement, if it does try setting it to "none". Usually the hair cap is the biggest offender for me.Set the Ray Epsilon to Manual and set it to the lowest setting you can that is not 0 (ie. 0.000001). If the black patch is still there, you need to move the hair vertices out from inside the scalp.Does anyone notice scalp issue when applying almost any type of hair to any Genesis? I see blot of black on top head.
Actually, in version 1 of the plugin, all hair worked without any problem. From version 2, this issue appeared for certain hair. I have tried the lowest Ray Epsilon, doesn't help. So in most cases I have to use a 'forehead out' morph if present or scale the hair/haircap or take it into ZBrush and create a custom morph. One thing you can do to avoid doing this every time you use the same hair is to save the changes to it as a 'Properties' preset (File->Save as->Properties preset) or as a Wearable preset (File->Save as->Wearable preset). If you save as a properties preset, load the hair, select it and then apply the properties preset that you saved for it. If you saved it as a wearable, just directly double click the icon for it and it will load the hair with all the changes you had made to it.garand3d wrote:Alternatively, see if any of the hair materials/surfaces has Displacement, if it does try setting it to "none". Usually the hair cap is the biggest offender for me.Set the Ray Epsilon to Manual and set it to the lowest setting you can that is not 0 (ie. 0.000001). If the black patch is still there, you need to move the hair vertices out from inside the scalp.Does anyone notice scalp issue when applying almost any type of hair to any Genesis? I see blot of black on top head.
Version 1 didn't have displacement, that is why you're seeing it now. This is like garand3d said, it's usually caused by the scalp surface for the hair intersecting with the head. Not sure why it causes the mesh to be cancelled out though, maybe Paul can answer that.rajib wrote:Actually, in version 1 of the plugin, all hair worked without any problem.
I have experienced the same problem, apparently it happens when I'm using a lot of textures. Other parameters are interested as well.jimgale wrote:Bug: cannot set Mix Material amount manually - only with slider
Set the Ray Epsilon to Manual and set it to the lowest setting you can that is not 0 (ie. 0.000001). If the black patch is still there, you need to move the hair vertices out from inside the scalp.face_off wrote:Does anyone notice scalp issue when applying almost any type of hair to any Genesis? I see blot of black on top head.