Problem with glittery eyes

Can anyone tell me why I'm having this problem with the glitter effect in the eyes? This is with no lighting, no camera and no environment. It goes away when I add environment light and additional lights, but I need it to go away completely.

 

V7 glitter eyes.png
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Comments

  • evilded777evilded777 Posts: 2,464

    If you have no lights, how is it rendering anything?

    I believe what you are talking about is reflection. Why do you need that to go away? It will not look natural.

  • I mean I don't have any additional lights. I just load up the character and hit render. The reason it needs to go away is that I have a character in testing and they won't pass her until I make the glitter eyes go away. It's not the reflection I'm talking about. Maybe it's hard to see, but the eyes don't have those striations you normally see in the iris. They seem to be made up of tiny sparkling points.

  • nonesuch00nonesuch00 Posts: 18,120

    Those aren't glittery eyes but reflection based on the eye texture set you have loaded many of which come with a reflection layer. The reflection layer in those render is odd because your main light seems to be contradicting what the eye reflections are saying it is. I would delete the eye reflection layer in Surfaces or you can reload an eye texture that doesn't have that extra reflection layer included.

  • TottallouTottallou Posts: 555

    I think I know what the OP means as I have seen this "glitter effect" in my own renders with certain eye materials -

    The only answer I found  is to change the shader settings for the eyes or in some cases just let it render for a lot longer so it clears up the glitter (generally doing a spot render of the eyes in a new window & composite in photoshop is quickest )

    If its a product for sale I would go with changing the settings though

  • evilded777evilded777 Posts: 2,464

    I mean I don't have any additional lights. I just load up the character and hit render. The reason it needs to go away is that I have a character in testing and they won't pass her until I make the glitter eyes go away. It's not the reflection I'm talking about. Maybe it's hard to see, but the eyes don't have those striations you normally see in the iris. They seem to be made up of tiny sparkling points.

    oh.

    You've got too much effect on the iris. Drop the translucency or the transmitted. 

  • What I don't understand is why this is happening with ALL of my models. Below are Olympia, Eva and Aiko, and all have the same glitter eyes. I would be inclined to think this is normal, but my tester assures me he's never seen it.

     

    Aiko.PNG
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    Eva.PNG
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    olympia 7.PNG
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  • FishtalesFishtales Posts: 6,119

    Zooming right in on the eyes and the texture for the iris looks pixilated, there doesn't look to be any transition between colours. I would check the map sizes and see if they are too small and being stretched to fit the eye.

  • FishtalesFishtales Posts: 6,119

    Here is a screen grab at 300%.

    eye-texture.jpg
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  • But why would that happen on Daz models on the default setting? I'm just loading them up and hitting render and this is what I'm getting.

  • TottallouTottallou Posts: 555

    I did Aiko on default settings to compare - the 1st render that ran for less than a minute has the glitter effect but as it progressed to 50% that goes away so to me it looks like the eyes have not had enough time to cook.

    Does your tester get the same glitter as you or are they just looking at renders you have sent them?

     

    1percent.png
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    50Percent.png
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  • The tester does his own renders and is getting this effect. The thing is, I'm letting all of the renders I've shown here finish to 100%.

    Aiko 1.PNG
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  • nonesuch00nonesuch00 Posts: 18,120

    Oh, very weird. From what little I know about iRay I agree with others - you have translucency settings blocking too much light traveling through the cornea and blocking light on the cornea making it look like a picture took in dark lighting for the irises. I would do as they recommend.

  • But why is that happening with default settings on Daz 7 characters?

  • nonesuch00nonesuch00 Posts: 18,120

    But why is that happening with default settings on Daz 7 characters?

    Look at Tottallou ​post above. You need to let the render run much longer then you have let it run. iRay sort of works like a mosaic or a puzzle that has many pieces. It keeps putting pieces into the puzzle until it says it has met the convergence criteria you have set up in the renderer settings for iray. An incomplete puzzle makes for eyes that look glittery.

  • But why is that happening with default settings on Daz 7 characters?

    Look at Tottallou ​post above. You need to let the render run much longer then you have let it run. iRay sort of works like a mosaic or a puzzle that has many pieces. It keeps putting pieces into the puzzle until it says it has met the convergence criteria you have set up in the renderer settings for iray. An incomplete puzzle makes for eyes that look glittery.

    If you look at my post with Aiko and the render history window,  you can see that I let it run to 100. Anyway, the tester is getting the same results, so it's not a rendering issue. I've tried dialing off the translucency weight and getting rid of my transclucency color maps, but that is not working. The only thing that did work was using my 3Delight material settings just for the eyes. I'm not sure if that would be kosher, though.

  • evilded777evilded777 Posts: 2,464
    edited August 2016

    But why is that happening with default settings on Daz 7 characters?

    Because the default settings are... not as physically plausible as they could be?

    Post edited by evilded777 on
  • fastbike1fastbike1 Posts: 4,077

    @infinitetofu   "This is with no lighting, no camera and no environment. It goes away when I add environment light and additional lights, but I need it to go away completely."

    It's not a problem with default characters. It's not a problem with translucency. You don't have enough light. Whether converged or not,138 iterations isn't enough for the eyes. Frankyl, I have no idea what settings you use to get any convergence in 138 iterations.

    Convergence just means that the calculations aren't changing much between iterations, i.e. the render won't get much better. Convergence doesn't mean the render is "good".

    I've attached a render of Olympia 7, no camera, default Env map and settings. 1441 iterations. You can see that the "glitter" is gone from the eyes. You have something else happening.

    Oly 7 no camera, default env.png
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  • nonesuch00nonesuch00 Posts: 18,120
    edited August 2016

    It's a surprise to me you can get a render with no lights, no camera, and no environment, that looks like there is a very strong light coming from the side of her face and yet another that is shining smack straight on into her eyes.

    So with none of those things as Evilded777 said it is not a surprise you get a render that is illogical. Logically the render should be pitch black but DAZ programmers made it so you and others can get the fastest preview possible so you can make adjustments to your scene without having to run an hours and even days long iRay render only to find out that you need or want to make adjustments to the model. You run an hours or days long render with lights and that problem lessons the longer and longer you render.

    However, I'm learned something: if you have no light, no camera, and no environment you will get a render that can converge at 100% - something I was told earlier wasn't possible with iRay theorectically if you have any light.

    Post edited by nonesuch00 on
  • Okay, I fixed it. Not sure exactly what it was, but what I did was load my iray model preset and then applied my 3delight eye material presets, then changed the shader setting from AoA to Iray Uber and the problem went away. Then I gradually added back in the other settings I'd had before and everything seems to be working fine. But only for that model! Aiko and Olympia, etc, still have this problem! Oh well, at least she'll pass QA now.

     

    fastbike1 said:

    @infinitetofu   "This is with no lighting, no camera and no environment. It goes away when I add environment light and additional lights, but I need it to go away completely."

    It's not a problem with default characters. It's not a problem with translucency. You don't have enough light. Whether converged or not,138 iterations isn't enough for the eyes. Frankyl, I have no idea what settings you use to get any convergence in 138 iterations.

    Convergence just means that the calculations aren't changing much between iterations, i.e. the render won't get much better. Convergence doesn't mean the render is "good".

    I've attached a render of Olympia 7, no camera, default Env map and settings. 1441 iterations. You can see that the "glitter" is gone from the eyes. You have something else happening.

    I get what you're saying, however, it's not a problem only with my render settings, as the tester is having the same issues and he is obviously using his own render settings on his own computer. I haven't done anything special with the render settings. I have the thresholds dialed up to 4096, but even on default settings, I get the same issue. It's just weird that it's happening with all my characters across the board. So it's something going on with my shader settings because it's happening for the tester, too. But I don't know of anything that affects shader settings for every single character. Shouldn't they all be individual?

  • nonesuch00nonesuch00 Posts: 18,120

    Well people can have the same render settings. As a tester they should be testing the product using a variety of renderers and render settings for those renderers for the same scene and reporting to you the resulys listing the render, the renderer used for that render, the render settings used for that render, and the products used in the scene rendered.

    Otherwise you can't know really what their problem is just like we are reduced to guessing what your problem is based on the limited information you've given us.

  • kaotkblisskaotkbliss Posts: 2,914

    Okay, I fixed it. Not sure exactly what it was, but what I did was load my iray model preset and then applied my 3delight eye material presets, then changed the shader setting from AoA to Iray Uber and the problem went away. Then I gradually added back in the other settings I'd had before and everything seems to be working fine. But only for that model! Aiko and Olympia, etc, still have this problem! Oh well, at least she'll pass QA now.

    Isn't AoA 3delight only? As in, it doesn't work properly in Iray

  • barbultbarbult Posts: 24,240

    100% is relative to the render quality and convergence percentage you have set in the Render Settings Progressive Render section. You can set low values there, and the render will still say it is 100% complete, but it will be 100% of low quality settings with low quality results. If you increase the settings to something like Quality 2 and Convergence percentage 99.9, it will render many more iterations before assessing it to be 100% complete, resulting in a "better" result.

  • evilded777evilded777 Posts: 2,464

    Okay, I fixed it. Not sure exactly what it was, but what I did was load my iray model preset and then applied my 3delight eye material presets, then changed the shader setting from AoA to Iray Uber and the problem went away. Then I gradually added back in the other settings I'd had before and everything seems to be working fine. But only for that model! Aiko and Olympia, etc, still have this problem! Oh well, at least she'll pass QA now.

    Isn't AoA 3delight only? As in, it doesn't work properly in Iray

    Since its a pretty standard shader, I'm sure it is being converted at render time to Iray.

  • fastbike1fastbike1 Posts: 4,077
    edited August 2016

    @nonesuch00 "However, I'm learned something: if you have no light, no camera, and no environment you will get a render that can converge at 100% - something I was told earlier wasn't possible with iRay theorectically if you have any light"

    I don't think that's true. If you choose no environment map, but use dome only or dome and scene, I think Studio defaults to Sun-Sky. See the attached examples. First one is scene only. No camera, no lights, no environment map. Second is dome only, no camera, no environment map. Third is same as second, EXCEPT, lat, lon, date are all changed. Environment setting still Dome only.

    FWIW, if you have "save render settings" checked and send the duf to someone else, the render settings will overwrite the recipient's settings.

    No camera, no light, scene only.png
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    No camera, no light, no dome1.png
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    No camera, no light, no dome - changed lat, long, day.png
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    Post edited by fastbike1 on
  • nonesuch00nonesuch00 Posts: 18,120
    fastbike1 said:

    @nonesuch00 "However, I'm learned something: if you have no light, no camera, and no environment you will get a render that can converge at 100% - something I was told earlier wasn't possible with iRay theorectically if you have any light"

    I don't think that's true. If you choose no environment map, but use dome only or dome and scene, I think Studio defaults to Sun-Sky. See the attached examples. First one is scene only. No camera, no lights, no environment map. Second is dome only, no camera, no environment map. Third is same as second, EXCEPT, lat, lon, date are all changed. Environment setting still Dome only.

    FWIW, if you have "save render settings" checked and send the duf to someone else, the render settings will overwrite the recipient's settings.

    Thanks, then by what you've tested it seems the OP must have a light source and so is mistaken. Like you said, it's probably the DAZ Default HDRI lighting scene preset or the Sun-Sky similuated HDRI default.

     

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