Studio 4.8 Odd Skin color in 3Delight Renders

fastbike1fastbike1 Posts: 4,078
edited December 1969 in Daz Studio Discussion

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

skin_color_problem_cropped.jpg
490 x 276 - 37K

Comments

  • KhoryKhory Posts: 3,854
    edited December 1969

    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.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Khory said:
    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:

  • fastbike1fastbike1 Posts: 4,078
    edited December 1969

    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?

  • KhoryKhory Posts: 3,854
    edited December 1969

    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.

  • cm152335cm152335 Posts: 421
    edited December 1969

    on picture, it show like you use light projector with green "target" GOBO

    i sugggest you to check your lights

  • fastbike1fastbike1 Posts: 4,078
    edited December 1969

    Appreciate the thought, but that's not the issue. No GOBOs in use.


    cm152335 said:
    on picture, it show like you use light projector with green "target" GOBO

    i sugggest you to check your lights

  • fastbike1fastbike1 Posts: 4,078
    edited December 1969

    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.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    fastbike1 said:
    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.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    mjc1016 said:
    fastbike1 said:
    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.

    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.

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