Artifacts in Daz Studio 4.5 Render

IndigoneIndigone Posts: 86
edited March 2013 in The Commons

Does anyone know offhand what is causing these artifacts? I finally got the SSS set the way I like it in Studio 4.5 and something is messing up. I'm switching things in and out to figure it out, but I was wondering if anyone has experienced anything like this.

Edit: Meant to add: Using US2 as a shader, UE2 using indirect lighting with directional shadows, area plane light, 2 distant lights - 1 backlight, 1 spec light.

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Post edited by Indigone on

Comments

  • SotoSoto Posts: 1,440
    edited December 1969

    I have dealt with that before. SSS can do that depending of the values. Would you mind to share your settings? Maybe I can find out whats happening.

  • agent unawaresagent unawares Posts: 3,513
    edited March 2013

    It may also be a bad object file or corrupt data. If you save poses,cameras, lights, and materials files and recreate the scene loading the figures and props 'from scratch,' does the same thing happen?

    Post edited by agent unawares on
  • JaderailJaderail Posts: 0
    edited March 2013

    That is the Deep Shadow map's lighting Issue, swap to Raytraced Shadows. Or try a little tweak to your camera or model. Sometimes just a small movement will fix it.

    EDIT: Just one light set to Deep Shadows can cause it if it is the lighting.

    Post edited by Jaderail on
  • IndigoneIndigone Posts: 86
    edited December 1969

    Thank you all so much for your help. I've attached my SSS settings for you, Hellboy, let me know if you see anything strange.

    I'm in the process of rebuilding the scene.

    And darn those deep shadow maps!! I'll try switching to raytracing first. I guess if I'm already raytracing with UE2...

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  • SzarkSzark Posts: 10,634
    edited December 1969

    SSS Scale is too low that relates to the thickness on the surface in this case skin. Set it to 1.00 - 1.70 that setting is too thin. Refractiion to 1.39. Shading rate 64 - 128 and if I was doing a realistic skin I would change the Absorption colour to a mid yellow/orange, the values look ok though.

    But I am with Jaderail on this one. Deep Shadow Map mayhem. :)

  • SotoSoto Posts: 1,440
    edited March 2013

    I see... I don’t have UE2 but I get those issues when I set Refraction bellow 0.5. Anything bellow that number gives me weird things. I try to stay around 1.
    Try rising it a little and see how it goes. :)

    Post edited by Soto on
  • IndigoneIndigone Posts: 86
    edited December 1969

    It was the deep shadow maps, that's the only thing I changed. Thank you Jaderail!

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  • JaderailJaderail Posts: 0
    edited December 1969

    Welcome, Very nice Render.

  • IndigoneIndigone Posts: 86
    edited December 1969

    Szark said:
    SSS Scale is too low that relates to the thickness on the surface in this case skin. Set it to 1.00 - 1.70 that setting is too thin. Refractiion to 1.39. Shading rate 64 - 128 and if I was doing a realistic skin I would change the Absorption colour to a mid yellow/orange, the values look ok though.

    But I am with Jaderail on this one. Deep Shadow Map mayhem. :)

    Szark, I didn't want you to think I wasn't reading your response, but I needed some time to test this. I based my settings on theSea's advices found here:

    http://www.renderosity.com/mod/gallery/index.php?image_id=2401210&username=theSea&member;&np;
    and

    http://www.renderosity.com/mod/gallery/index.php?image_id=2408276&username=theSea&member;&np;
    I liked how she turned out, but I was excited to see what your settings would do. So I plugged them in and rendered. I chose 1.35 for scale (smack dab in the middle) and shade rate of 96. The result is below. Original settings on the left, your settings on the right.

    I think the scale is the one that's not right in the settings you gave. It's making her entire body light up like an earlobe. You can also see that the absorption color is a bit more orange, as you suggested. I am ok with the orange, and should try that with the scale back to .1 or .12, but whew that's alot of orange. It's even bleeding through to her sclera, which I didn't adjust.

    The shade rate seemed to help speed up the render, so I may try that as well. I am concerned about losing quality, at least as far as closeups, or semi closeups go. But the shade rate is really a quality setting, and doesn't affect how much or what color.

    Not sure if how how the refraction affected the render. I'd have to dial that separately and look at the two renders. As I stated, I really do like how the skin looks with my original settings. It may not please everyone, but I like it. I especially liked it when I turned down the UE2 intensity and saw how the shadows and light played so delicately.

    Thanks for your input, it was definitely worth the experiment!

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  • SzarkSzark Posts: 10,634
    edited December 1969

    That surprises me from Micheal (thesea). But hey whatever works for you. Nothing is set in concrete and the whole thing is one bug cheat. :)

  • Tempest!Tempest! Posts: 0
    edited December 1969

    Indigone said:

    http://www.renderosity.com/mod/gallery/index.php?image_id=2408276&username=theSea&member;&np;
    I liked how she turned out, but I was excited to see what your settings would do. So I plugged them in and rendered. I chose 1.35 for scale (smack dab in the middle) and shade rate of 96. The result is below. Original settings on the left, your settings on the right.

    I think the scale is the one that's not right in the settings you gave. It's making her entire body light up like an earlobe. You can also see that the absorption color is a bit more orange, as you suggested. I am ok with the orange, and should try that with the scale back to .1 or .12, but whew that's alot of orange. It's even bleeding through to her sclera, which I didn't adjust.

    Scale of 1 or higher is too high for skin as you've discovered. 0.1 is good and it requires a low shading rate (2 or lower) to function properly without nasty banding or render artifacts. I think the reason for such a low value for the scale is that DS uses a smaller scale than the default scale for 3Delight is. There was a thread in the old forums about rendering skin, and the subject was touched by people much more knowledgeable than me but I can't really remember the details.

    While you can get rid of the render artifacts of your original post by not using shadowmapped lights, usually (at least with DS3) all you need to do is restart DS. This seems to be the kind of issue that sometimes just starts happening but once you restart everything works as it should again. It's as if 3Delight just happens to be in a bad mood or something... go figure.

  • omen555omen555 Posts: 0
    edited August 2013

    I had this artifact problem too. I changed the collision detection by bumping up the SMOOTHING ITERATIONS and all artifacts went away. I didn't have to change any shaders. Note: This was in a DAZ Studio 4.6 render however.

    MORE INFO....

    The artifacts seem to be created in areas where there is a collision problem AND high surface glossiness and/or specular strength...I've been trying to nail down this cause for some time and this is what I've discovered. I hope it helps.

    Post edited by omen555 on
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