Problem with pixelated eyewhite
Bronzewing
Posts: 0
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
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.
Could you post your full settings, and details of your lights and render setting?
It looks the actual geometry is visible. ...it could be the smoothing angle needs looking at.
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.
Try changing you shading rate to .1 - .5 on your render settings. The lower the better. I use .1 always
Already tried shading rate 0.2. The problem is still there, the square pixles as still seen.
Try turning Trace Displacement off...
Sadly does not work either.
Since the colour is black anyway you might try turning reflection off, and Fresnel.
Does sadly not work either.
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?
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.
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.
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.
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.