• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare

Notifications

You currently have no notifications.

Loading...
    • Categories
    • Recent Discussions
Daz 3D Forums > 3rd Party Software > Blender Discussion

Texture traces when I change material in Blender

mertozel0mertozel0 Posts: 3
October 2022 edited October 2022 in Blender Discussion

When I send my figure to Blender (Bridge or Diffeomorphic, same problem occurs) there is always a mark which most noticable in the shoulder parts. Of course it occurs when I change material, especially to glass. I mostly delete all materials and create another one but I tried to change one of the existing ones, tried couple of methots, checked the mesh etc. but couldn't figure it out what happens there. I want to get rid of it. Thank you.

 

 

Screen Shot 2022-10-06 at 19.28.48.png
856 x 1502 - 2M
Screen Shot 2022-10-06 at 19.29.05 2.png
1388 x 1060 - 2M
Post edited by mertozel0 on October 2022

Comments

  • PadonePadone Posts: 4,001
    October 2022

    Please post pictures and the exact steps to reproduce the issue.

  • mertozel0mertozel0 Posts: 3
    October 2022

    Padone said:

    Please post pictures and the exact steps to reproduce the issue.

    I'm sorry I forgot to add them, added now.

  • PadonePadone Posts: 4,001
    October 2022 edited October 2022

    If you're using a volume shader there's a bug in blender 3.3.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1168/

    As for the marble texture in your second picture, if you use the same texture for all the body parts then it is just normal that you get texture seams. You have to use different textures and paint them seamless. This is so in any 3d app.

    Post edited by Padone on October 2022
  • mertozel0mertozel0 Posts: 3
    October 2022 edited October 2022

    Thanks but actually this was happening in 3.2 too and I tried 3.4 and it's still the same. It looks as it supposed to be with Daz's textures but this occurs when I put simple BSDF with transmission. It appears more as I increase transmission, so no volume shader.

    Edit: Also choosing full global illumination didn't solve the problem. I've tried couple of things with lights and render setting but no solution. I think it's about mesh itself for some kind. 

    Padone said:

    If you're using a volume shader there's a bug in blender 3.3.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1168/

    As for the marble texture in your second picture, if you use the same texture for all the body parts then it is just normal that you get texture seams. You have to use different textures and paint them seamless. This is so in any 3d app.

    Post edited by mertozel0 on October 2022
  • PadonePadone Posts: 4,001
    October 2022 edited October 2022

    I don't know what you're doing with your materials, but here is an example that you can study it works fine. Import it with single principled to get the principled version in blender. It's a "glossy" G8F.

    duf
    duf
    glossy.duf
    103K
    glossy.jpg
    640 x 360 - 21K
    Post edited by Padone on October 2022
  • mertozel0mertozel0 Posts: 3
    October 2022

    I've tried your file but I got the same result. What do you mean by  "Import it with single principled"? 

    The thing is I delete all materials and create new simple one but those texture marks still appears even though they are deleted. I'm definitely missing something, I'm trying to explain it with screenshots. 

    Padone said:

    I don't know what you're doing with your materials, but here is an example that you can study it works fine. Import it with single principled to get the principled version in blender. It's a "glossy" G8F.

    Screen Shot 2022-10-08 at 17.23.50.png
    1816 x 1966 - 3M
    Screen Shot 2022-10-08 at 17.58.51.png
    1898 x 1838 - 3M
    Screen Shot 2022-10-08 at 18.09.24.png
    1974 x 1966 - 4M
  • PadonePadone Posts: 4,001
    October 2022

    Sorry I can't reproduce the issue, here everything works fine without seams. Are your render settings good enough ? Try with full global illumination. Or try rendering with the cpu to see if it's the card drivers that go nuts.

    1. import the figure
    2. delete all materials
    3. create a new material and set transmission = 1
    glossy.jpg
    809 x 254 - 80K
  • mertozel0mertozel0 Posts: 3
    October 2022

    I think you didn't set roughness to 0, mine looks same as your screenshot when I use 0.5 roughness. You should see the problem when you set it to 0, I'm really wondering your result. Thanks again for your help.

    Padone said:

    Sorry I can't reproduce the issue, here everything works fine without seams. Are your render settings good enough ? Try with full global illumination. Or try rendering with the cpu to see if it's the card drivers that go nuts.

    1. import the figure
    2. delete all materials
    3. create a new material and set transmission = 1
  • PadonePadone Posts: 4,001
    October 2022 edited October 2022

    Yes I can reproduce the issue now. But it's not a issue. That is, it's just how refraction works related to the environment map, depending on the camera angle and geometry shape you may get "seams" on the reflection. It happens the same in iray, or in cycles with another mesh as suzanne. Below it's a iray rendering with zero roughness, test scene included glossy-seam.duf.

    note. Please note that this is not related to the uv map/textures, you can delete the uv map in blender and you get the same "seams".

     

    glossy-seam.jpg
    640 x 360 - 73K
    duf
    duf
    glossy-seam.duf
    102K
    suzanne-seam.jpg
    455 x 263 - 33K
    Post edited by Padone on October 2022
Sign In or Register to comment.
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2025 Daz Productions Inc. All Rights Reserved.