Invisible Skin
Okay now this is driving me insane (short drive I know, more of a walk really) but for some reason my model's skin will NOT render. I've googled it and maybe my search terms are wrong or I'm asking the wrong questions but geesh!!
So everything looks good until I render. Then the skin disappears. I've tried using different materials and messing with opacity, turning off subshaders.
With so many options I'm not sure. In the past I've used excessive profanity and restarted from scratch or just moved on. However, this is occurring more and more.
Below is an example. I am doing a spot render and as you can see Daz3d is really messing with my sanity.
Thank you!
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Daz3d.jpg
282 x 492 - 41K
Comments
Here is another example.
Very unusual indeed. Can you select the figure and post the Parameters pane for us to look at? It might also help if you could give a screenshot of your Surfaces tab with an offending surface selected.
Thank you for the reply. Here are some screenshots of the properties tab for her face.
Doesn't seem to be anything in the surfaces. I guess the important one left is the Parameters tab. The reason I say this is because it's possible to make something invisible in the render engine, but visible in the viewport. Under the Parameters -> Display tab there is an option called 'Visible in Render'. If this is toggled off, the figure will not be seen in the final render.
Double check you haven't switched this on accidentally.
On the display tab everything is set to ON, Shadows, Visible in Render, Selectable, Visible. :(
Under help -> Troubleshooting, choose 'View Log File' and look for any errors that came up when you were rendering (it'll be near the bottom of the log file). I can't see anything obviously wrong with the setup, so it may be something specific to your scene which is causing issues.
Does this make any sense?
--------------------------------
Rendering image
WARNING: QColor::setHsv: HSV parameters out of range
WARNING: QColor::setHsv: HSV parameters out of range
WARNING: QColor::setHsv: HSV parameters out of range
WARNING: QColor::setHsv: HSV parameters out of range
WARNING: QColor::setHsv: HSV parameters out of range
WARNING: QColor::setHsv: HSV parameters out of range
WARNING: QColor::setHsv: HSV parameters out of range
WARNING: QColor::setHsv: HSV parameters out of range
WARNING: QColor::setHsv: HSV parameters out of range
WARNING: QColor::setHsv: HSV parameters out of range
3Delight message #43 (Severity 1): R2001: object '' (displacement 'brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Displacement', surface 'brickyard/{407f8e5c-3a9b-4708-b5e5-799ff1fe7c1d}/shader_Surface') exceeded its displacement bound by 0%
3Delight message #43 (Severity 0): R2093: object '' (displacement 'dzdisplace', surface 'dzplastic') used only 16% of its displacement bound
Finished Rendering
------------------------------------------------
Well, I know what the errors mean, but I'm not sure why they're occurring. The 'HSV parameters out of range' error indicates that 3Delight is having problems working out which colour certain polygons should be. (HSV being Hue, Saturation, and Value). But there doesn't seem to be anything which explains why it's having those issues.
Time for some obvious questions. Firstly, are you using 32-bit or 64-bit Daz Studio? Secondly, What system specs are you rendering this on? Memory issues can cause all sorts of weird problems, so I wouldn't discount the idea of it making some objects invisible at render time.
With AoA's SSS shader Displacement Strength, Minimum and Maximum values should all be zeroed out when there is no Displacement map. Don't know if this is the problem though as the usual result is the figure looking bloated not disappearing.
Was an !Uber Shader Base applied? if so, make sure Phantom is turned off (Phantom makes the object invisible in render but visible in preview)
My first thought is that the shader it needed hadn't been installed, but if that was the case it wouldn't be displaying all the relevant material settings. It's probably an 'out there' suggestion, but if you haven't already installed the Subsurface Shader Base, you definitely want to do so. Though, the chances of that being the issue are close to zero.
Personally though, I'm running out of ideas as to what the problem could possibly be. Aside from memory issues (scene too big etc), I've never encountered any problems like this before.
Yeah, sorry. My bad. I hadn't looked at the screenshot.
The only thing I can think of (which I'll try at my first opportunity) would be to duplicate the settings and see if I can replicate the problem. From there it might be easier to figure a way to fix it.
Looking at the screen shot of the surfaces, it looks like it is just the default materials for V6. Mine is rendering fine. What kind of lights do you have in the scene? (Probably not the problem, but I want to rule it out.)
If you put a different skin texture on the model, like one not using AoA SSS, does the problem still occur? (Again, the SSS shader is probably not the problem, but it is good to rule out potential conflicts.)
The render with the two figures is intriguing. The figure in front is rendering fine, but the one in the back is not completely invisible, just mostly transparent. I don't know what to make of it, just throwing the detail out there in case it triggers something for someone else.
I did a quick test.
When I loaded my V6 model, the default UV map was empty, so I changed it to V6 to match yours.
No matter what settings I changed, the skin always spot rendered white.
So I deleted the model and started over, this time I left the UV map blank and did a spot render, skin was fine.
So I had one more test I was going to do, which was set the UV back to V6 and apply a different skin.
However, when I set the UV map back to V6 it rendered properly.
Well. I tweaked several of the settings mentioned. Nada. I did get it to go with a grainy white.
I've tried a couple different skins. One item of note is that I changed the arms to leather and they remained invisible. I've purged the lights. Tried importing V6 to see if that renders without any modifications and Daz crashed. It is late so I will have to argue with it later. I would like to get this figured out though since it is happening more and more.
I am running 64bit Win7, with Daz 64bit, 8GB of RAM, NVIDIA graphics card (current drivers).
I tried with the 32 bit and Daz3d shutdown on me. (No crash message, just boom).
Thank everyone for the suggestions.
Everything renders fine in Reality3d though but so much is different. I think I can get good results out of Delight3d
I came across this once before in another program.
What I figured out in this other program was,
That when I was creating 3d objects there was a command to reverse vertices and if I had this switch on or off
I could change the way a face was created from left to right or right to left.
Basically flip flopping the normals, so if you created a sphere and textured it. you could basically flip a switch and
make the texture visible or invisible,
I'm a newbie with DAZ so does DAZ have a switch like this when creating new models?
Or can you only import new objects from another program that has this function?
Something is really weird about that...
Can a camera have parameters like a green screen
Where a certain model is rendered it becomes invisible?
I would check the other model in your scene does its parameters match the one that renders invisible?
Unfortunately, none of the options you mentioned exist within DAZ Studio. This is certainly a very unique bug. One I have never encountered before. I'm sorry I can't offer any help myself, but one thing I might try, especially in the last image you posted containing the two models, would be to copy the settings from the figure that renders fine to the one exerting the artifact. Duplicating the settings onto the other model, you can at least start to determine where the problem might lie; within the shader or material settings, or perhaps the model itself.
Ok, there's weird and then there's Weird, and then there's this.
I had the same thing happening today, and tried most, if not all, of the usual suspects without any results, but was finally able to pin it down and reproduce the error.
An object (object A) in the scene will render nearly invisible, if following conditions occur :
1. There are at least two objects in the scene (object A and object B), and both are a SubD object, with their Resolution Level set to 'High Resolution' and their SubD algorithm is either Catmark or Catmull-Clark.
2. Object B was loaded or created after object A was loaded or created, it is visible, has a smoothing modifier applied, 'Enable Smoothing' is set to 'On' and it's Collission Item' is object A.
3. 'Motion Blur' is checked in the render settings.
Thiostan, if this is indeed the same issue, your character should show up in the render if you disable Motion Blur in the render settings.
Awesome BlackFeather1973. That fixed it. Motion blur appears to be the problem. Thank you!!!!
Thanks for confirming, i've submitted a bug report on this issue.
Thank you for posting your findings - I have been running into the same issue with two renders, baffling me. Found the answer here. Turning off motion blur solved it for me as well.
WOW, I'm glad I found this post as this still seems to be an issue. Turned off motion blur and it's fixed.