stallion opened this issue on Jan 29, 2019 ยท 1258 posts
Afrodite-Ohki posted Tue, 28 May 2019 at 7:11 AM
randym77 posted at 8:03AM Tue, 28 May 2019 - #4352343
Well, I managed to fix it. I assume it's some issue with the procedurals or something. I tried applying a different material to the eye surface; that didn't work.
So I applied the eye material from another character, then went into the Material Room and swapped out the texture map only. It rendered fine that way. Eye color I wanted, no weird white rings. So I assume the issue is somewhere in the spaghetti of material nodes.
Love the results with SuperFly, but it's got quite a learning curve. Spent half the day trying to figure out why I was getting weird blocky shadows in one render. Turns out, I needed a higher "Max Transparent Bounces." I had it at 2, and 8 or 16 works a lot better. I have no idea what "Max Transparent Bounces" even is, but too low a number has ugly results in certain situations.
Max Transparent Bounces means that Superfly will stop at that many "bounces" before it attempts to continue rendering transparency. For instance, if you have transmap hair with many strips of polygons, a low number in that setting will mean it'll render the strips that are "over" (camera-related), and the ones below will be rendered as opaque strips. I tend to set it at 32 when I have hair on my scene.
With shadows being blocy, you might also benefit from increasing things like Pixel Samples and Max Bounces (the regular one).
Also keep in mind that "blocky" things in Superfly can be not enough polygons. It doesn't smooth polygons as well as Superfly, so you might need to increase subdivision of objects and figures in your scene.
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Feel free to call me Ohki!
Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.
Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.