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Texture Lines on Brock
Posted: 20 December 2012 01:33 PM   [ Ignore ]
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I asked about this once before about to get rid of those texture lines around his legs and especially his head and hair. I got it fixed by taking the skin maps into Photoshop and applying the smoother, softening and expanding the edges just a bit. Then bringing that back onto Brock and the lines are gone.
  Hope that helps someone else with the same problem. I adjusted the render editor over and over trying to find the right levels, but all you gotta do is fix the edges in Photoshop.

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Posted: 20 December 2012 01:57 PM   [ Ignore ]   [ # 1 ]
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I can’t see what you’re talking about in your render…. are you talking about seams?

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Posted: 20 December 2012 02:06 PM   [ Ignore ]   [ # 2 ]
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  The render is with the applied smoothed skin I did in Photoshop. Otherwise, everytime I rendered Brock you see the green texture lines around his thighs and especially around the hair and sometimes around his face. As I said, I have gone through the render editor settings SO many times trying to figure out to get rid of them. But all I did now was take the skin map into Photshop and smooth out the edges. It still helps to keep the shading rate down.
  This is the original figure before I applied the smoothing, even in dimmer lights and the shade rating down those lines around his thighs and his head are there. I HATED that.

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Posted: 20 December 2012 04:50 PM   [ Ignore ]   [ # 3 ]
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The trouble is that does blur the textures slightly - the fix of adjusting the maximum texture size and shading rate should avoid the issue without blurring.

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Posted: 20 December 2012 06:48 PM   [ Ignore ]   [ # 4 ]
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I just had the exact same issue with a V4 texture on genesis, right at the line between the legs and the torso. I was using SSS so I got a different colour but the seam looks the same. What’s the settings for shading rate and texture size that I need to change? I was using a shading rate of 0.10 but there was UE in the scene, I seem to recall that I’d tried dropping it’s shading rate from 8 down to 0.10 as well and did a test but didn’t have any luck so I’m wondering where the texture size setting is so I can try that.

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Posted: 21 December 2012 08:36 AM   [ Ignore ]   [ # 5 ]
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IN DS there isn’t an equivalent of the Max texture size setting, and .1 for Shading rate should be fine. What are your other settings? And ddi you check that Geensis was using the V4 UV set - if it didn’t switch, for soem reason, from a different set seams would result - go to the Surfaces pane, with Genesis selected, and for each material zone check that the UV Set matches the character the textures were made for.

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Posted: 21 December 2012 09:26 AM   [ Ignore ]   [ # 6 ]
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I had double checked the UV maps, one thought that occurred to me is I’m using UberSurface2 on all of the skin surfaces and that lets you set a shading rate override. I wasn’t playing with that at all but I should double check that it hasn’t been changed. I’d also already double checked that everything was in the same SSS group in case that was doing it.

The 2 things I’m thinking of trying next will be to try a different texture in case that’s the issue and try the same surface settings on a base V4 morphed Genesis in case it’s do to the shaping.

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Posted: 21 December 2012 09:35 AM   [ Ignore ]   [ # 7 ]
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Sub Surface Group fixed this issue for me, assuming it’s the same issue.

I set all the skin material groups and the lacrimal to the same Sub Surface Group (in my case, group 2).  That tells 3Delight to treat all those surfaces as a single surface, and it solved lines on the joints between the neck-head and limbs-torso that should otherwise not be there.

I have that set in my materials in this file:
http://www.sharecg.com/v/66225/browse/21/DAZ-Studio/Skin-Material-for-Black-and-White-Skin-(DS4.5)

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Posted: 21 December 2012 09:58 AM   [ Ignore ]   [ # 8 ]
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Darn, not SSS group, both zones are group 1. Here’s the image (finally on the right system), really happy with how the skin is looking except for that silly line between SkinHip and SkinLeg.

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Posted: 21 December 2012 10:01 AM   [ Ignore ]   [ # 9 ]
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interesing… I’m out of ideas.  The only thing I could suggest is for you to save your materials as afile and send that out… replace all the textures with Lana textures and that way the file will come in without issues for whosever helping you.

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Posted: 21 December 2012 10:31 AM   [ Ignore ]   [ # 10 ]
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Okay, there’s definitely something out of whack in my surfaces settings. The original textures are from Dublin, i tried reloading the original pose on the figure, I see the seam. I tried undoing all of my morphs and just dialing up V4, still see the seam. I deleted my Genesis figure and started with a new Genesis figure morphed to V4, loading up the original texutres, no seam. I then loaded my materials presets onto that figure, the seams came back.

So, that at least is telling me that I’m missing something in my settings for the surfaces, back to the digging.

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Posted: 21 December 2012 10:37 AM   [ Ignore ]   [ # 11 ]
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Eureka! Apparently I’d somehow accidentally used the head specular map for the ambient and specular strength. Weird that I only saw the seems in that one spot but easy enough to fix once I found it.

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Posted: 21 December 2012 10:50 AM   [ Ignore ]   [ # 12 ]
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Yah, that kind of thing has happened to me before!  One little setting messes everything up!  Glad to hear you got it solved.

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Posted: 21 December 2012 10:52 AM   [ Ignore ]   [ # 13 ]
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Yeah, i both feel stupid for missing that and happy for it being such a simple fix. FYI wancow, your SSS thread is what started me on this whole process with this image. It was just the inspiration I needed to really start playing with the different surface settings to see what I could get, and as I said earlier, I’m really happy with the results.

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Posted: 21 December 2012 11:01 AM   [ Ignore ]   [ # 14 ]
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That makes me very happy!  I know for fact we can get good results out of 3Delight, it’s just a matter of the lot of us understanding it…

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Posted: 21 December 2012 11:06 AM   [ Ignore ]   [ # 15 ]
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Agreed, even just digging into the basic DAZ shader can really improve the results, but if you go a little further and start playing with HSS or US then you can really start getting some great images. It can be a little frustrating when stuff doesn’t just work out of the box, but especially when you’re taking Poser MATs, a little adjusting goes a long way.

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