I'm trying to work with an old V4 model, only the eyebrow (1_eyebrow) surface seems to be there messing things up, and there doesn't appear to be a way to fix it. I've tried setting it to invisible, hidden, 0 Opacity.. and by default its not meant to be loaded from the settings. Am I missing something?
I'm using Octane 4.4.0.44 in Daz Studio 4.12.0.86, on windows 10 x64 .
I seem to recall that this was a common problem in the past, but I can't find the solution.
Surface Material Filter Not working.
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This looks like some invisible hair geometry intersecting for her forehead. Try reducing the Ray Epsilon, or getting the hair polygons away from her head.
Paul
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
No, its the Victoria 4 eyebrow mesh. No amount of adjusting Ray Epsilon seems to help. I finally used the hidden parameters, to select the eyebrow bone, and move it a few feet away.
In the mean time what exactly does the Surfaces Material Filter do? The Geometry is clearly there, and clearly damaging the renders.
In the mean time what exactly does the Surfaces Material Filter do? The Geometry is clearly there, and clearly damaging the renders.
If you have one geometry mesh intersection another, Octane may not work correctly with it (as in reality, you cannot have two bodies occupying the same space). The Surfaces Material Filter does as per the help text in the control - it allow you to exclude certain mesh/materials from the render, however I don't think that will help you in the case.UHF wrote:No, its the Victoria 4 eyebrow mesh. No amount of adjusting Ray Epsilon seems to help. I finally used the hidden parameters, to select the eyebrow bone, and move it a few feet away.
In the mean time what exactly does the Surfaces Material Filter do? The Geometry is clearly there, and clearly damaging the renders.
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
I'm confused by that answer. "it allow you to exclude certain mesh/materials from the render", but then you say it leaves the geometry in the render? For what reason? Its only purpose would be to ruin renders.face_off wrote:If you have one geometry mesh intersection another, Octane may not work correctly with it (as in reality, you cannot have two bodies occupying the same space). The Surfaces Material Filter does as per the help text in the control - it allow you to exclude certain mesh/materials from the render, however I don't think that will help you in the case.UHF wrote:No, its the Victoria 4 eyebrow mesh. No amount of adjusting Ray Epsilon seems to help. I finally used the hidden parameters, to select the eyebrow bone, and move it a few feet away.
In the mean time what exactly does the Surfaces Material Filter do? The Geometry is clearly there, and clearly damaging the renders.
Paul
I am guessing, but I would say the Surface Material Filter is not excluding geometry from the scene (as a geometry item might have multiple materials), but it is instead just setting the opacity of any material listed in the Surface Material Filter to 0, in which case it will still cause rendering artifacts if mesh object pass inside each other.
Paul
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
You can scale the hair a bit. e.g. 100.5%. That way the intersect between the 2 geometry (head / Hair) can be avoided. Some of the hairs already have Expand morphs, you can use that.
Another way is to add the Smoothing modifier and then play with the Smoothing Iteration and the Collision Iteration. Select the hair and click Edit->Object->Geometry->Add Smoothing Modifier. Then in the Parameters Tab look for General->Mesh Smoothing and play with the Smoothing Iterations and Collision Iterations. The Collision Item should already be showing your character. If not, select you character.
Along with Smoothing, you can also do a Convert To SubD (Edit->Object->Geometry->Convert To SubD). That increases the subdivision and helps sometimes. If you do Convert To SubD, under the Parameters Tab, go to General->Mesh Resolution and select High Resolution under Resolution Level and increase the View SubD Level and the Render SubD Level to the max.
Another way is to add the Smoothing modifier and then play with the Smoothing Iteration and the Collision Iteration. Select the hair and click Edit->Object->Geometry->Add Smoothing Modifier. Then in the Parameters Tab look for General->Mesh Smoothing and play with the Smoothing Iterations and Collision Iterations. The Collision Item should already be showing your character. If not, select you character.
Along with Smoothing, you can also do a Convert To SubD (Edit->Object->Geometry->Convert To SubD). That increases the subdivision and helps sometimes. If you do Convert To SubD, under the Parameters Tab, go to General->Mesh Resolution and select High Resolution under Resolution Level and increase the View SubD Level and the Render SubD Level to the max.
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard