Transition problems - Seems to be a general problem these days

cosmo71cosmo71 Posts: 3,609

I have a lot of characters for g3f and it seems that it is nearly impossible for vendors to create accurate skin textures. Nearly each character I have has its transition problems, if it is not at the torso/arms region as written in the rhahele thread, it is at the torso/leg or crotch region or elsewhere. I never had to fix textures that much back in v4 days than I have to do it these days. Where is the great advantage of g3f in this case?

Comments

  • cosmo71cosmo71 Posts: 3,609
    edited October 2016

     HD for Olympia 7 - High Quality? What about the bad transition on Torso and Arms? There is a bad transition on Torso and Arms - A High Qualitiy Character shouldn`t have this. Rahele has a hard texture border between the torso and the arms.

    bad transition.jpg
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    Post edited by cosmo71 on
  • fixmypcmikefixmypcmike Posts: 19,693

    Please report this

  • MattymanxMattymanx Posts: 6,997
    edited October 2016

    I just did a quick Iray test and can confirm it renders showing the transition.  Please report the issue.  Keep in mind its the weekend so it wont be looked at until next week

    Post edited by Mattymanx on
  • fixmypcmikefixmypcmike Posts: 19,693

    It does render that way.

  • cosmo71cosmo71 Posts: 3,609

    Well, but it is not just this character, it seems nearly impossible for most vendors to create accurate skin textures these days. I have a lot of characters for g3f and nearly each have its transition problems, if it is not at the arms, its at the legs or hip/crotch region. I never had such problems back in V4 days, so where is the advantage of g3f in this case?

  • cosmo71cosmo71 Posts: 3,609

    And for that reason and because I can not see the whole skin texture of the figure in promo images I will not buy any new charater at this store.

  • cosmo71cosmo71 Posts: 3,609
    edited October 2016

    And for that reason and because I can not see the whole skin texture of a character (on the figure not just as map) I will not buy any new character for g3f from the DAZ Store

    Post edited by cosmo71 on
  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited October 2016

    I'm not really sure how texture seaming issues directly relate to whether the figure base is Genesis 3, Victoria 4 or an amorphous blob. Or how a seam issue relates to how one figure generation is better than the next. As they would all use very similar texture mapping systems and how they deal with UV borders or seams is pretty much the same method. If a texture or material zone setting has any slight irregularites across the seam it would create a seam issue no matter what model is used as the base. Most of the improvements from V7 to V4 in the area of skin representation would relate to newer Shader bases and utilising more detailed and varied map types such as normals, translucency or PBR based textures.

    From my experience Daz QA checks for seaming on character texture sets are very rigourous and thorough. But on a rare occassion, with any texture seam, you may find a transition problem that was not picked up by the creator or QA. Use of different lighting or a different pose may make something stand out as obvious that wasn't possible to detect with other lighting.

    What may seem as a direct increase in the issue you are describing may directly correlate to the complexity of the more modern figure skins which utilise many additional components to add higher levels of detail and photo realness to the skin in comparison to an older more simple V4 skin. These factors could make any slight issue that much more obvious to the eye when put in a scenario that highlights the issue.

    As far as not purchasing character sets from Daz 3D that really is your decision, but with a money back guarantee and the fact that any seaming issue would be corrected by the creator once reported, I can't really see the risk.

    My advice would be to report any issue you do pick up and to expect an update to correct it.

     

    Post edited by Design Anvil - Razor42 on
  • TaozTaoz Posts: 10,269
    edited October 2016

    I have similar shoulder and neck issues with EcVh0's G2F Iray shaders (same problem with several characters, this is V6). I've used them before (long ago) but not noticed it before now. Can it have anything to do with recent changes made to Iray in DS?

     

    ecvh0_1.jpg
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    Post edited by Taoz on
  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,249
    edited October 2016

    @Taozen

    Cosmo71's issue seems to directly relate to the texture maps or material settings as the example he provided on the other thread was captured from the preview viewport and is also visible in an iray render.

     

    As far as the issue you are seeing.

    Do you see this issue with all lighting when using the shader settings? Have you tried resetting the render settings to default and testing for the issue? Is the issue apparent on g2f characters without using EcVh0's shaders with your current lighting and render settings?

    If you only see the issue when using the EcVh0's shaders and when using a variety of lighting setups as well as the default render settings. It would indicate there is an issue with the particular shaders and it's likely worth raising a ticket for the issue. Whether its to do with iray changes it's hard to say.

    It would be great if someone could confirm by checking that they also see the same issue when using the product first though.

    Post edited by Design Anvil - Razor42 on
  • cosmo71cosmo71 Posts: 3,609
    edited October 2016

    @Taozen

    Cosmo71's issue seems to directly relate to the texture maps or material settings as the example he provided on the other thread was captured from the preview viewport and is also visible in an iray render.

     

    As far as the issue you are seeing.

    Do you see this issue with all lighting when using the shader settings? Have you tried resetting the render settings to default and testing for the issue? Is the issue apparent on g2f characters without using EcVh0's shaders with your current lighting and render settings?

    If you only see the issue when using the EcVh0's shaders and when using a variety of lighting setups as well as the default render settings. It would indicate there is an issue with the particular shaders and it's likely worth raising a ticket for the issue. Whether its to do with iray changes it's hard to say.

    It would be great if someone could confirm by checking that they also see the same issue when using the product first though.

    You can load the texture maps into a graphic programm and you an see difference in color and tone. BTW, You can also see it rendered in 3Delight and with different render, shading and lighting settings

    Post edited by cosmo71 on
  • JimbowJimbow Posts: 557

    If it has any specular or roughness maps, open them in the image editor and make sure the gammas match the torso maps (probably should be a gamma value of 1).

  • nicsttnicstt Posts: 11,715

    I see it a lot.

    I also have four queried and confirmed back by CS, these are all from the same PA. Sadly I didn't get round to using them until after the thirty days. One of the reasons I buy less, is it takes time to check what I've bought - and I'm checking now.

    One thing I've noticed, is it's almost always spec maps, occasionally SSS or perhaps bump.

    These four though, it wasn't any of the usual issues that is relatively simple to correct; no idea what it was.

  • ChoholeChohole Posts: 33,604

    Similar threads merged.

  • cosmo71 said:

    Well, but it is not just this character, it seems nearly impossible for most vendors to create accurate skin textures these days. I have a lot of characters for g3f and nearly each have its transition problems, if it is not at the arms, its at the legs or hip/crotch region. I never had such problems back in V4 days, so where is the advantage of g3f in this case?

    In the hip/crotch region, if you are using the Anatomical Elements, make sure you are using the torso texture intended for use with those (if there is one).

  • RafmerRafmer Posts: 564
    I read somewhere that using the same bump values for face and head may cause seams to appear due to different geometry density. IIRC.
  • jestmartjestmart Posts: 4,449

    The head, torso and neck bumps are on one map and the face is on another.  The problem is caused by the size of the maps used, both are same size (usually 4K) despite the face being much smaller in area in relation to the torso and head.  It has been a problem for every figure and character that is mapped as such.

  • TaozTaoz Posts: 10,269

    As far as the issue you are seeing.

    Do you see this issue with all lighting when using the shader settings? Have you tried resetting the render settings to default and testing for the issue? Is the issue apparent on g2f characters without using EcVh0's shaders with your current lighting and render settings?

    If you only see the issue when using the EcVh0's shaders and when using a variety of lighting setups as well as the default render settings. It would indicate there is an issue with the particular shaders and it's likely worth raising a ticket for the issue. Whether its to do with iray changes it's hard to say.

    It would be great if someone could confirm by checking that they also see the same issue when using the product first though.

    I have tried everything you mention above, always same results though it's easier to see with some light settings than with others. I've tried 2 other Iray shaders for G2, no problems with these, neither with the original 3DL textures/shaders under the same conditions.

  • Oso3DOso3D Posts: 15,088

    I don't know if it's related, but one problem I've noticed in many models in Iray is attempting to use Displacement. I think, given the way displacement is tricky in Iray, the combination of displacement and translucency/SSS causes glowing weird seams. This is particularly a problem if you try to increase displacement beyond intended values.

    Easiest solution there is to convert the Displacement maps to Normal maps and just not use Displacement.

     

  • cosmo71cosmo71 Posts: 3,609

    I don't know if it's related, but one problem I've noticed in many models in Iray is attempting to use Displacement. I think, given the way displacement is tricky in Iray, the combination of displacement and translucency/SSS causes glowing weird seams. This is particularly a problem if you try to increase displacement beyond intended values.

    Easiest solution there is to convert the Displacement maps to Normal maps and just not use Displacement.

     

    Well I do not use Iray and btw, if you can see the seams without rendering the figure, it is neither an Iray or 3Delight or Displacement issue, it is just an issue about bad made texture maps.

  • cosmo71cosmo71 Posts: 3,609
    edited October 2016

    If you can see inthe image on top, this is just a texture map issue because it is a pre render screen shot. Have to say this seam you have on both arms.

    Post edited by cosmo71 on
  • 3anson3anson Posts: 314

    Gamma should be at 0.00 on all maps( this can be checked and altered using DS's built-in Image Editor.)

    what happens is that Photoshop( dunno about Gimp etc, sorry) will change the gamma to 1 on exporting a greyscale .jpg image.

  • WonderlandWonderland Posts: 7,137

    I am trying to create my own character and I noticed the normal maps caused a huge problem with seams. But I'm a newbie, I could have done something wrong. 

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