Visible line/difference between face and body/head materials
jwcjaygaines
Posts: 50
This happens whether or not I'm using G8 or G8.1. There's a noticeable shift between the two areas. I did some troubleshooting by setting their respective Normal and Bump maps to zero, but it's still there. Is there some kind of way to cover this up? Normally I'd just assign some hair to cover the seam, but if I want a bald character, I'm kinda outta luck.
Comments
All, or certain characters? Are these base materials or make-ups etc. that go on top of base materials?
It's 99.9% of the characters, especially those with darker skin, so I'm thinking that I'm doing something wrong or have deleted some important node group from those that are imported by default via Diffeomorphic. I'm attaching some photos that show the issue and my node setup.
In diffeomorphic you can check "build unused textures" in the global settings to load all the daz textures even if not used by the blender shaders. This way you're sure to get them all for your custom materials.
Padone, so I did what you said, and the only one it imported on load was the AO. So is that the one texture that I need to get rid of the line/difference shown in the photos? If so, where would I plug it into?
Looking at your picture it seems to me there's a strong difference in specularity, that's driven by the outputs of your custom shader so you may want to check that. But of course I have no idea what you want to do with your custom shader so fixing it is your job I guess. Otherwise you can use the standard diffeomorphic materials which shouldn't have this issue.
So after isolating different nodes, I've come to realize that it's an issue with the Bump maps. Apparently they're not of the same scale (per se) when applied to the model. The Face bump has much finer detail, whereas the Head/Torso seems much larger. Not sure if this is the dreaded UV stretching that G8.1 was meant to address or not, but turning down the bumps to half seems to help. It's not a perfect fix, but it's better than it was. Both of my custom node groups are used across all external skin areas for uniformity. The top one (Tan Control) holds a simple RGB node for skin color. The bottom one (Skin Sweat Control) has individual Value nodes that drive Specularity, Roughness, Clearcoat, and Clearcoat Roughness. The only reason I don't keep the default setup that imports in (Extended Principle) is because I can't figure out how to use my custom nodes with the ones Daz brings in (Dual Lobe, Top Coat, etc.). It's like a plate of spaghetti that gives me a migraine tracing around. I do understand that Daz and Blender don't use the same rendering engines, so this is why Blender tries its best to accomodate for that with the extra nodes. BTW Padone, I saw that you're one of the people who created/maintained/had some part in the Diffeomorphic add-on, and I just wanted to say that I really enjoy using it! Tell Thomas the next time you two talk that I appreciate both of your hard work.
In iray the bump depends on the pixel density, so we reflect that behaviour in cycles. If you merge materials there's an option to ignore the bump and you may end up with issues like this. The pricipled materials are approximated anyway because principled can't do anything iray does, that's also why extended principled uses the extra nodes you're confused about.
For best materials most similar to iray you need to use BSDF with iray skin in global settings.