Problem with pixelated eyewhite

BronzewingBronzewing Posts: 0
edited December 1969 in Technical Help (nuts n bolts)

Hello,
I've tried so many things to get rid of the pixels in the eyewhite as seen in the attached file.
Smoothing is on and i use the UberSurfaceShader on genesis with M4 uv-map and completely basic (no addons morphs or anything at all).
Increase or decrease of shading rate, shadow samples and there was a few more things like bucketsize turned out fruitless.

I use completely homemade textures and have used a tutorial called "Gimmie some skin" by Toadz on Deviantart to get to know the SSS. Those two and a few other can be found here: http://toadz.deviantart.com/gallery/43374043.

Does anyone know how to solve my problem?

Eye_test_2.jpg
531 x 569 - 214K

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,839
    edited December 1969

    Are you using a reflection map on the eye?

  • BronzewingBronzewing Posts: 0
    edited December 1969

    Are you using a reflection map on the eye?

    No, I do not. It's just bump, texture and a for the most time blank displacement map.
    Except for the sclera that does not have a texture map.

  • Richard HaseltineRichard Haseltine Posts: 100,839
    edited December 1969

    Could you post your full settings, and details of your lights and render setting?

  • prixatprixat Posts: 1,588
    edited December 1969

    It looks the actual geometry is visible. ...it could be the smoothing angle needs looking at.

  • BronzewingBronzewing Posts: 0
    edited December 1969

    Could you post your full settings, and details of your lights and render setting?

    Changing smoothing angle with 90 degrees or 45 degrees did not work.

    I'm not sure how I can show full settings. I cobbled together a screenshot from the ones from the sclera that seem to be the trouble area.

    Sclera
    Bump min & max unchanged. Displacement flat and unchanged. Anisotropic and specular 2 off. Fresnel sharpness off. No velvet or translucent.

    Rendersettings_sclera.jpg
    1503 x 768 - 212K
    Rendersettings.jpg
    489 x 768 - 85K
  • frank0314frank0314 Posts: 14,049
    edited March 2014

    Try changing you shading rate to .1 - .5 on your render settings. The lower the better. I use .1 always

    Post edited by frank0314 on
  • BronzewingBronzewing Posts: 0
    edited December 1969

    Already tried shading rate 0.2. The problem is still there, the square pixles as still seen.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Try turning Trace Displacement off...

  • BronzewingBronzewing Posts: 0
    edited December 1969

    Sadly does not work either.

  • Richard HaseltineRichard Haseltine Posts: 100,839
    edited December 1969

    Since the colour is black anyway you might try turning reflection off, and Fresnel.

  • BronzewingBronzewing Posts: 0
    edited December 1969

    Does sadly not work either.

  • mjc1016mjc1016 Posts: 15,001
    edited April 2014

    Assign it to a different Subsurface group, turn the Subsurface Scale to something much lower and drop the Subsurface Shading rate to at least half...

    And are you 100% it is the Sclera causing the problem and not the Cornea?

    Post edited by mjc1016 on
  • BronzewingBronzewing Posts: 0
    edited December 1969

    The cornea is the one coloured blue in the first image so I do not think that's the problem.

    I lowered the occlusion shading rate to 10. I might also have poked at something else in between. I tried different displacements and bumps and they affected a bit as well.
    A bump on 100% gives the lower result with occlusion shading rate 10 give the lower image.

    Eye_test_7.jpg
    456 x 569 - 181K
    Eye_test_blue_cornea_2.jpg
    456 x 569 - 178K
  • BronzewingBronzewing Posts: 0
    edited December 1969

    Today (2014 may 09) I decided to put the same things on a new genesis figure.
    When I applied the uberenvironment2 lights the eyewhite pixellated. It's okay when I do not use UE2.

  • JaderailJaderail Posts: 0
    edited December 1969

    Your Uber lighting Samples is TOO low. I use 64 or 128 for my Uber lighting Samples. That equals the High quality setting or the Very High Setting.

  • BronzewingBronzewing Posts: 0
    edited December 1969

    Thank you very much everybody and especially Jaderail!

    Now it looks like this and I was so happy that it worked that I touched my drawingpads pen onto DAZ. DAZ hates when I do that and collapses so I had to remake the setting but that was not hard att all now when I knew what I should adjust.

    I'm sorry for not reading liquid DAZ language yet. Perhaps that will come in time as well.

    UE2_occ_samples_up_to_64.jpg
    456 x 569 - 57K
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