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some models comes with cloudy materials around mesh
i guess theres something with the textures , but dunno what to do to eliminate this greyish cloudy effect surrounding
not all but some particular ones shows this in eevee, seems fine in cycles i suppose
theres a sample file i attached how it looks in viewport,
can someone guide me a method ty in advance
Comments (24)
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reporter -
reporter - edited description
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This is because you use bsdf materials with eevee. You can check “sss skin (bsdf)“ in the global settings to fix the issue.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Material Methods
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- changed status to invalid
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reporter im afraid still same result no luck, the option u mentioned are checked in default
before i already read similar issue happend to someone but wasnt helpful much
Diffeomorphic / import_daz / issues / #1298 - Render Eevee, some garbage on the screen — Bitbucket
here are the settings i tried
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Tried your settings and everything works fine here. Please upload a test scene as simple as possible, and/or describe the exact steps to reproduce the issue. Try to use the standard packs. If you use content other than the standard packs then provide a link to the product page.
Of course be sure to update to the dev version 1.7.1.1616 or later and do a clean install.
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reporter - attached 11.duf
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reporter - attached 11.dbz
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reporter to make things simple i deleted unnecessary props, only a modified gen8.1 figure with random hair and the materials that causes the problem
however the duf file, i guess this probably require sources what i used so i also uploaded a converted .dbz in case, not sure any these two will regenerate.
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reporter i aslo noticed the particular scenes(of course the scene 11 i just uploaded) that causes those cloudy auras around have the node tree attatched to the output,
in other words figures which dont have those nodes seems to be fine .
so perhaps it could be a simple walkaround to get rid of those nodes but not sure.. not much experience yet and i have no idea those nodes functionally works
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- changed status to open
Yes that is a bug and I can see what it is. I'll do a test scene for Thomas to fix it.
Meanwhile you can delete the volume nodes as you noted.
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daz studio 4.21.0.5, blender 3.5.1, diffeomorphic 1.7.1.1616
@Thomas Larsson Ok here it is the test scene no-volume.duf. It includes uber and pbrskin objects. The culprit is that the volume node is generated in blender even if it is not used in iray. That is, in iray the volume is only visible if there's translucency or refraction. I will do a more extensive test scene to check all material types with all shaders. But for now the equation below is good to avoid generating volume when not needed. That works for all material modes and shaders.
Note that the single principled mode is immune from this bug because it doesn't support volume by definition.
steps:
- import the test scene no-volume.duf and check the materials, try both bsdf and extended principled
# iray volume is only visible if there's translucency or refraction # note that pbrskin doesn't have refraction if shader == uber if translucency weight == 0 and refraction weight == 0 # there's no volume, do not generate the volume node if shader == pbrskin if translucency weight == 0 # there's no volume, do not generate the volume node
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- attached no-volume.duf
test scene for no volume
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reporter FOA ths for the followup :)
ive tested the sample scene uve just provided, same issue repeats to both objects and yes the volume node automatically generated when i launched the addon in default settings(extended) and BSDF
the overall note trees of the two are slightly different but anyways same issue to both due to that volume node
whreas when executed in single principled the volume node seems to be suppressed
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reporter not sure if i understand properly, the “trans weight” and “refraction weight” option in daz are set to 0.00 but when converted to blender the volume nodes unideally pops in and makes the issue ?
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Yes this is a bug and Thomas will fix it please wait for Thomas.
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reporter thks
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vnrk; as Alessandro said, the issue is caused by a bug in the node setup for Thomas to fix. In the meantime you get rid of the annoying cloud by going into the eevee render properties and under “volumetrics” set start and end both to zero. This causes the generic volume cloud to become invisible.
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repo owner The extra volume nodes should be gone now. The code that checked for volume and translucency was quite messy and spread out over several places. I have cleaned it up and hope that this didn’t introduce any new bugs.
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Commit 3d5581c fixed the issue thank you for the fast work.
As for the volume code being “messy”, how iray handles volume is messy too so I wouldn’t be surprised. The pseudo code I added above is a extra condition to be added at the end of the chain to cleanup eventual leftovers. I trust you did fine and we’ll report eventual regressions apart.
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- changed status to resolved
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Issue
#1586was marked as a duplicate of this issue. -
reporter jeroen b thanks for sharing ur knowledge
tho i wonder why those two parameters cant be decreased less than 0.000001m but anyways the volume controls seems to get rid of
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reporter and thanks again for the effort i seriously appriciate it
so then.. i guess i have to redownload the hotfix?
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