Your solution is probably related to Displacement settings. I had a person PM me about the same problem at the neckline on the M4 for Genesis 2 products, so he assumed it was product related. I told him to zero out the displacement settings (especially if there is no map being used) and it solved the problem.
DIsplacement settings in surfaces tab for the genitals in Daz Studio? Or displacement settings in Reality exporter? I’m sorry I don’t understand it.
If you mean the ones in surface tabs (with the M5 genital selected) they are all zeros and ‘off’ in there, in Reality I found some displacement settings under “Modifiers” and changed them all to zeros, or am I doing everything wrong? I still see the same seams
It is possible for displacement maps to create seams in Luxrender on seamless texture models (human and organic shapes is where this will be visible). I always remove them in these cases. Note that you must delete the displacement map reference in the Modifiers tab of Reality, because the presence of a disp map link will cause a level of subdivision regardless of other settings (i.e. even when subdivision shows 0, there will be in fact one level of subdivision). It’s the type of subd that Lux applies that is causing the seams to become slightly out of alignment.
However, I suspect in this case that it is the problem with two copies of the Geo-Graft being imported by Reality into the Lux scene which is causing the problem. Cwichura’s solution doesn’t involve editing the .lxo file, fortunately, but you do need to delete object files (.ply) in the resources/objects directory created by Reality. This is the process:
First you need to rename the graft item(s) in the DAZ Studio Scene tab. So, say the graft item is “Genesis Male Genitalia”: in the Scene tab, rename this to (e.g.) “Genesis Male Genitalia GRAFTX”. You can rename to anything, but make sure the string you added is unique to the graft items in your scene.
Next call Reality and (assuming you have done all the adjustments to shaders, etc.) in the Output tab check “Export Only”. The reason for this is that we don’t want to call Luxrender yet. Then click “Render Frame”. Reality will export the geometry and create the Lux files, but it will not run Luxrender.
Now we have to go to our Render directory (wherever Reality is set up to export Lux files to) and find the “objects” folder for our scene. Let’s say the scene is called “reality_scene”. Go to where your Reality scenes are exported and you will see a folder called “reality_scene-Resources”. Click inside this and you will see a folder called “Objects”. In that folder you will see .ply files that have the word GRAFTX in them, because remember we renamed them in Studio. E.g. Genesis Male Genitalia GRAFTX_Genesis Male Genitalia GRAFTX_2_SkinGenitalia_30.ply. In the case of the genitalia there will be two files like this. Delete them!
(If you have more complex graft products, e.g. Genesis Bot, there will be lots of these files, but just search for “GRAFTX” and delete all found.)
Now you are ready to call Luxrender. Look for the .lxs file (it has the Luxrender icon) corresponding to the scene you just edited and double click it and Luxrender will run and render you scene.
Seems complicated when written out but it’s not too troublesome once you have done it a few times.
As I said elsewhere, I’m assuming this will be fixed in Reality 3. R3 is now being beta tested and I’m hoping it will be released in the next couple of months.