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Comments
There's still a bit of a seam there. You should try set the Top Coat Weight to 0 on the torso and arms. If that doesn't remove the seam, you can try set Glossy Layered Weight to 0 too and see if the seam is gone. I've had seams like this caused by mismatching top coat settings before.
Texture problems are irritating, especially subtle ones that don't show up obviously until you do a final render, so I feel your pain.
I see that too. Specular might be based off the same maps as the bump.
Honestly, at this point I think I would just keep the diffuse and SSS textures, and swap out the bump/specular stuff with some other maps like Victoria 8's, or any other figure that has nice bump maps.
It's late. I just finished this render. See any problems with skin texture? I can't. My eyes are shot for the night. I want to get the skin tone right, so that's lighting--it's not the final render, just a WIP.
Scott
It looks fine to me.
Thanks, Agent. I'm playing around with lighting. I need to get the hair to be more pink/purple in the render (no hair light--casts odd shadows) and the skin a bit more pasty as in the still capture I posted earlier. I have made the jaw sharper, but the eyes in the render above are too big. I went back to the original eyes.
Thanks! Top Coat Weight was default at zero for the torso and arms. Glossy layered weight was at .5 so I reduced that to zero just now and currently rendering.
Scott
I don't think it's the case here, but sometimes when there is a bizarrely localized problem involving bump or opacity or similar, double check the image editor for the bump/opacity/displacement/etc map and check the Gamma.
Normally, many maps should be grayscale images, and Gamma should be set to 1 in the image editor. Occasionally something weird happens and it'll get thrown off on, say, the arms or something; if the displacement or bump or whatever of all surfaces is Gamma 1 and one particular surface is Gamma 0, it's going to look off.
Thanks! I'll check that out as soon as I finish this render. I looked at your products. They seem interesting, you have a lot of experience with shaders? When I was playing with dForce making sheets, blankets, beds, etc., I was always at a loss for shaders. They're so critical for making objects look good. Thank you again!
Scott
Interesting. All gamma's for all skin surfaces were at 0. No mismatches.
Edit: The face and arm bumps were at 1. I changed them to match at 0 Rendering.
Scott
Here's the render with face and arm bumps at 0. I don't see much difference, but then arms aren't a part of this render. :)
If you look closely at the right eye of the figure, you can see the center fill light is a lower temperature than the other lights reflecting in the eyes.
Scott
I think I’m pretty decent at shaders. There are some tech heads that know a lot more, but I’ve stubborned my way through a lot. :)
What sets apart my shaders from most is that my shaders are generally redone in Shader Mixer, so they do different things than usual.
Nearly all other shader packs are, instead, material settings and image maps to produce different effects. Which is also very cool and powerful, but just want to be clear.
For example, my iridescent shaders add color at glancing angles, which doesn’t normally happen in a shader.
OMS1 takes two layers of settings and distributes them using a noise function. Again, that’s not what the default shaders normally do.
Otherwise, the named parameters and characteristics of an Iray shader should be consistent.
Here's a render with a new scene--sunlight only, no other lights. There is splotch by the nose.
Scott
That looks like a shadow.
Dunno about that, Agent. If it was a shadow wouldn't the point of the nose cast bigger given the angle instead of just the nostril? I'm going to rotate the figure a bit to see if that's the case.
Scott
It's not a shadow. I rotated the figure and it's lighter on both sides. So, no shadow.
Scott
If you are talking about the slightly darker spot just underneath the curve of her nose, you can get rid of it by opening the diffuse texture in an image editor and cloning skin from nearby over it. It looks like normal skin variation from the original person that was photographed for the texture, but I can understand someone wanting it smoother.
It's behind both nares where a cheek crease would be if I added it. I wonder if Mousso photographed Olga Kurylenko? :) Na, no blotch there.
Scott
This is the final render of the figure. There is a splotch on the cheek behind the nostril and the nostril itself is miscolored. All that said, I got close enough to be satisfied with the render. There is only one light source for the render: Sunlight through sliding glass doors. So, here it is.
Scott
Just an update. Emma from support is working hard at finding a resolution to the splotches. She has sent me renders she's done and I see what I see in mine on hers--especially when makeup from the character is used. I have sent her my .duf file by request so we'll see how it goes.
Public thanks to Emma for sticking with this! You rock!
Scott
Emma is the greatest.