Edward 8 rendering
nonesuch00
Posts: 18,830
I got the Edward 8 today as a freebie because I had all the Victoria characters. However, when I try to test render using the Ultra Genesis Lighting Rigs Edward 8 has a triangle where the anatomical elements are joined to the center of the hips and that triangle area is glowing bright red like it is an emissive light. The parts of the anatomical elements that aren't joined to the center of the hips look normal when rendering. Also the rest of Edward 8 looks normal when rendering.This is using the default IRay materials out of the box, no adjustments so it is a product defect.
How to fix that?

Comments
loaded in edward 8, toast and the boxlight base. Not seeing any glowing toast.
Well, that's odd.
I applied UGS Bokeh 006 from the UG Natural Bokeh product but then removed the Bokeh & set the time to 11:00 PM and added a studio light rig preset that includes UG Standing Rig 005 (parented to that is UG Box Light Base, UG Box Light Eye, UG Light Rim), UG Box Lightrim (2), UG Light Rim (2).
Unfortunately I can't post the part of the image with the problem because it's too close to other parts that aren't allowed to post but I did load another character and that doesn't have the emissive nether triangle problem in the same scene concurrently and it still has no problem. So Edward 8 does have a problem. The same problem occurred with Lucas too long ago but instead with the BOSS Studio Portrait Light rigs so there is definitely something wrong design wise with the handling of materials / geographing in iRay in DAZ Studio or I guess some DAZ 3D products since I have one case at the least where the problem doesn't happen. I wonder if it has something to do with CPU rendering?
Maybe I'll try applying shaders to Edward's skin materials from Ezra or one of the DO characters newer than Edward. Those are now a year old though while Edward I think is about 1 1/2 years old.
I suppose I should figure out the real cause since I've managed to edit the shader settings on at least one character such that it's not a problem. That way at least I'll know the cause rather than just this emissive looking triangle appears in the nether regions.
Thinking back I think it was related to Chromatic vs Mono in skin shader settings but I'll need to check again.
One thing I thought of, is the figure far from the origin(0,0,0)? I have seen a lot of different weirdness happen if the render is taking place far from the origin.
Thanks. They are both within 20 cm of (0, 0, 0). I think cm is DAZ Studio default unit of measure.
The only thing I can think of — did you check that the geograft got geografted properly? I don't use Smart Content or the content database, so plugging in geografts depends on me doing things in the right order. When I don't get it right, the anatomical bits load into the scene, but the auto-graft doesn't take and I have to do it manually. Could this have happened in your scene?
I will check that too thanks!