Studio 4.8 Odd Skin color in 3Delight Renders
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I have just started using Studio 4.8 after having been successful with 4.7 etc.
When rendering using 3Delight I'm having an odd problem with skin colors. Please see attachment. This only happens with a new scene that I build in 4.8. If I re-render scenes built in 4.7 or previous, they look fine.
Any help / ideas?
Second issue: if I don't have some kind of background / mat, I get a rendered character but the grey and white checkerboard everywhere else. Is this some new setting I have missed?
Thanks in advance for any help.
Larry
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skin_color_problem_cropped.jpg
490 x 276 - 37K
Comments
I'm willing to bet you have selected mapped shadows for the lights. Swap them to raytraced. 3dl has a long time, and I suspect permanent, issue with mapped shadows.
I wouldn't bet against that one...
Another thing...which shader is being used for the Skin surfaces? I'm noticing this (the big swatches of green) cropping up more often with AoA's SSS shader. If that's the case and there is another figure in the scene using the same shader, then it's being caused by both of them having the same SSS group ID. You can check the shader being used by clicking on a surface (torso/limb/etc) and looking up at the top of the surfaces tab...it should say Shader:
Thanks for the suggestions. I'll check settings. I'm still confused as to whether this is a change in defaults between studio 4.7 and 4.8. I do use a default lighting setup but why would previous scenes re- render correctly?
The mapped shadows issue is a bit random. It started with colored "sprites" years ago and then evolved to random blocks of green. Sometimes a camera move fixes it sometimes not. Years ago mapped shadows use to be noticeably faster than raytraced but that is almost never the case any more. I personally see no reason to risk having a render blown by mapped shadows at this point.
on picture, it show like you use light projector with green "target" GOBO
i sugggest you to check your lights
Appreciate the thought, but that's not the issue. No GOBOs in use.
Well, going to ray traced shadows did the trick. I do typically use AOA's SSS shader and will keep the advice in mind. In this particular case, there is only one figure in the scene.
Thanks all for the help. Now to get familiar w/ lray.
Not just a character figure...there are props (and maybe clothing) that use the AoA shader, too...and it's more likely to be a problem if it's two very dissimilar items ending up with same group.
Not just a character figure...there are props (and maybe clothing) that use the AoA shader, too...and it's more likely to be a problem if it's two very dissimilar items ending up with same group.
Also, are the tattoos an overlay on the skin (LIE preset), part of the skin or on a geometry shell?
If it's a geometry shell, then it would count as another 'figure', too...especially if it has the AoA shader.