Surface Material Filter Not working.

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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UHF
Licensed Customer
Posts: 16
Joined: Fri Mar 30, 2012 9:11 pm

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.
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These are my settings.
These are my settings.
This is the stubborn surface ruining the render.
This is the stubborn surface ruining the render.
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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

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
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UHF
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Joined: Fri Mar 30, 2012 9:11 pm

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.
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face_off
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

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.
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.

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
UHF
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Posts: 16
Joined: Fri Mar 30, 2012 9:11 pm

face_off wrote:
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.
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.

Paul
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.
Zay
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If it's hidden in the Scene Panel it should not load in Octane. But it does.
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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

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
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
UHF
Licensed Customer
Posts: 16
Joined: Fri Mar 30, 2012 9:11 pm

Is there any chance you'll fix this?
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rajib
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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.
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UHF
Licensed Customer
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Joined: Fri Mar 30, 2012 9:11 pm

Rajib. Its not hair. Its V4 colliding with the same V4.
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