Anyone else see this on Gianni 7?

SorelSorel Posts: 1,412

Before I file a ticket, I want to make sure I'm not crazy. There is a seam issue between the torso and face bumps (I'm assuming it's the bumps).  I'm rendering in octane, which shouldn't make a difference, I have checked all my mats and they are all set up with the same power for bump, as well as same settings for everything else.

Comments

  • SorelSorel Posts: 1,412

    You can also see it in my gallery image here, (I just noticed it). there is a noticable difference between the neck and face.

     

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016

    Just done a few tests in IRAY it looks fine as a far as I can see, with no similar seam issues as in your renders above.

    Giani1.jpg
    1200 x 460 - 53K
    Post edited by Design Anvil - Razor42 on
  • SorelSorel Posts: 1,412

    Just done a few tests in IRAY it looks fine as a far as I can see, with no similar seam issues as in your renders above.

    That's strange...I just tested on Michael and Leo 7 and I get the seams in the same area. I can even see in the view port where the diffuse doesn't even line up right.

  • Serene NightSerene Night Posts: 17,704

    I've actually had characters with visible seams. There was one freak character I had to lower the shading rate on to get that to not show. I can't test Gianni right now since my DAZ Studio is converting poses for me at the moment, but will check it out later.

  • SorelSorel Posts: 1,412

    More screenshots of problems. 

    seams.jpg
    1440 x 720 - 886K
    seams_viewport.jpg
    1188 x 298 - 198K
  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016

    Its not possible that it's something to do with the SSS or translucense settings on your figures? The problem seems to be very strong on the Spec or bump channel.

    As I said rendering GIanni out of the box in Iray doesnt have the issue. So the issue may be related to whatever has changed from it to your renders here.

    I've tried more and more ways of replicating the issue in Iray, so far i have been unsuccessful.  

    Post edited by Design Anvil - Razor42 on
  • SorelSorel Posts: 1,412

    Its not possible its something to do with the SSS or translucense settings on your figures? It seems to be very strong on the Spec or bump channel.

    As I said rendering GIanni out of the box in Iray doesnt have the issue. So the issue may be related to whatever has changed from it to your renders here.

    I've tried more and more ways of replicating the issue in Iray, so far i have been unsuccessful.  

    Nope, it's definitely the textures. Here is a clay render of Gianni 7

    clay_seams.jpg
    960 x 720 - 429K
  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016

    Are these Iray renders? Or Octane?

    Post edited by Design Anvil - Razor42 on
  • SorelSorel Posts: 1,412

    They are octane renders.

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016

    Is the issue reproducable in DS using Iray with out of the box mat presets?

    If it isn't wouldn't the conclusion be that there is an issue with the texture settings in Octane in someway?

    Just trying to think outside the box here as I don't use Octane and am not familiar with how it works in relation to DS character mats. 

    Post edited by Design Anvil - Razor42 on
  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016

    I did a few more experiments.

    And it does appear that your Octane setting are overdriving the textures somewhat.

    I did a clay like render of the base Gianni 7 material preset and the seams are not visible. Then I removed the limits off both the bump and normal mats and pushed  the setting way up and the issue your showing is appearing. It would seem this indicates that the increase to the level of this maps has pushed them out of balance somehow.

     

    Base.jpg
    1200 x 697 - 107K
    Post edited by Design Anvil - Razor42 on
  • SorelSorel Posts: 1,412

    I did a few more experiments.

    And it does appear that your Octane setting are overdriving the textures somewhat.

    I did a clay like render of the base Gianni 7 material preset and the seams are not visible. Then I removed the limits off both the bump and normal mats and pushed  the setting way up and the issue your showing is appearing. It would seem this indicates that the increase to the level of this maps has pushed them out of balance somehow.

     

    Thank god you were able to see it lol, I was about to pull my hair trying to set up iray. Yeah I noticed lowering the bump kind of hid the issue.  I wish the textures were made right to begin with.

  • I think you will find this on every DAZ figure since V3 the head texture resolutions doesn't match the body. they do it to get more detail in the face.

  • SorelSorel Posts: 1,412

    huh...I never really noticed until today >_>  This happens even if you paint on the mesh seamlessly?  

  • j cadej cade Posts: 2,310

    I also tried to replicate this in Iray, with the worse possible conditions, bump up to 2, sharp lighing, no diffuse, no translucency, you can see it a bit, With textures and translucency I had to push the bump up to 3. Definitely nothing as strong as what you're getting in Octane

     

    If you look directly up close there's always going to be a bit of a seam, due to the different relative resolutions

     

     

  • SorelSorel Posts: 1,412

    Also thank you all for the info and helping me confirm I am in fact, not crazy (most days anyways).

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited January 2016

    I'm not sure if its right to say that the textures are right or wrong. If you overblow any texture, it's possible to give you some unforeseen results and to increase the intensity of Normal or bump maps along seams is fairly likely to give some issues, unless the increase takes into account the variance in the normal or bump level and the rate of increase.

    For example if you increase the face normal map setting by 200% the correct setting to maintain the balance between the material groups across the seam may end being that the Torso normal only needs to be increased by 163% to make them appear equal. It may be different again for the bump. The  variance between the base is whats creating the appearance of a seam as the increase is exponential and not equal. As in your not saying add 1mm to the bump amount equally over the figure, your saying multiply the bump base by x2. 

    As Midnight pointed out the resolution is different for the two maps which contributes to the setting sensitivity also.

     

    Post edited by Design Anvil - Razor42 on
  • SorelSorel Posts: 1,412

    I'm not sure if its right to say that the textures are right or wrong. If you overblow any texture, it's possible to give you some unforeseen results and to increase the intensity of Normal or bump maps along seams is fairly likely to give some issues, unless the increase takes into account the variance in the normal or bump level and the amount of increase.

    For example if you increase the face normal map setting by 200% the correct setting to maintain the balance between the material groups across the seam may end being that the Torso normal only needs to be increased by 163% to make them appear equal. It may be different again for the bump. The  variance between the base is whats creating the appearance of a seam as the increase is exponential and not equal. As in your not saying add 1mm to the bump amount equally over the figure, your saying multiply the bump base by x2. 

    I appologize.  I was just thinking they might be wrong, mostly seeing that even in the view port the diffuse textures dont line up properly, but I guess that is based on what Midnight said about the different resolutions.  

  • No need to apologise :) Hopefully you can find a solution that gives you the look your aiming for.  

    "The only stupid question is the one that is not asked."

  • SorelSorel Posts: 1,412

    yeah I'll just keep the bump lower. guess I didn't really need to have it so high in the first place lol.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,063

    One way is ununiformly resizing maps, I need to do this using 3D paint on DAZ figures in Carrara

  • Rashad CarterRashad Carter Posts: 1,830
    edited January 2016

    I love all Daz character meshes, but I've often wondered why they didnt UV map the neck differently. While the face is generally higher res than the rest of the model, the difference between the face and the neck is particularly acute, perhaps nearly a 6 fold difference. With generation previous to G3 there was no reason to have so much real estate assigned to ears while so little to the neck area, considering how close the neck area is to the face.... G3 doesnt do too much better of a job.

    When one is painting in a 3d program the lack of resolution consistency tends to ruin many fine details in the neck area that look fine on the face. I'm not surprised to see that the bump mapping is revealing the underlying issue as it does here.

     

    Post edited by Rashad Carter on
  • SpottedKittySpottedKitty Posts: 7,232
    Sorel said:

    huh...I never really noticed until today >_>  This happens even if you paint on the mesh seamlessly?  

    I'd think painting seamlessly would make the seam more obvious, not less — remember, in the space of one pixel on the final render, you're going from the neck/head area taking up a small part of the top edge of the UVMap, to the face area taking up almost the whole UVMap. The only way to avoid this is to deliberately make all the face textures low-resolution to match the other side of the seam edge, which sort of defeats the purpose of having the face UVMap saved out separately at a higher resolution in the first place.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,063

    No go the other way, make the neck map bigger

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