Nosiferret opened this issue on Feb 01, 2014 · 7 posts
Nosiferret posted Sat, 01 February 2014 at 6:30 PM
I am using a merchant bought character texture that I wanted to try and add a little more life to it by adding some more bump to try and give the skin a pore like look.
So all I did was run the image file for the bump map in PS and added Noise at 15% Distribution is set at Gaussian.
That was it, just to see how that looks. I reloaded textures and rendered. Now I am getting what looks like the figure mesh showing through the texture. IF I remove the noise, you don't see the mesh. So what is making the mesh show through?
rokket posted Sat, 01 February 2014 at 6:40 PM
Post a screen cap of your materials so we can see what you are talking about. Without seeing your setup it's hard to guess what is causing it. There are a lot of reasons.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Nosiferret posted Sat, 01 February 2014 at 8:50 PM
hborre posted Sat, 01 February 2014 at 9:52 PM
Which Poser version are you using?
Another post similar to this issue was solved by removing Ambient Occlusion from the lights. I would suspect that if you are using a current Poser version, the AO nodes might be causing the problem. However, we have no further information about light settings and render settings. The material shader arrangement for this character is overkill IMO; simplification would be a better option for current Poser.
Nosiferret posted Sun, 02 February 2014 at 10:50 AM
I am using Poserpro2012. Using Colm's IDL lights, same lights in both images. The only thing that was tinkered with was the bump map, all I did was add a 15% noise to it which resulted in the image on the right where the mesh shows through. If it were the lights, wouldn't the mesh show through either way?
Not my set up, it's the merchants. I'm just trying to give the skin some defination, and rough it up a little bit, instead of having smooth marble like skin.
hborre posted Sun, 02 February 2014 at 11:37 AM
Personally, I would use Snarly's EZskin to replace the original shaders with something simpler, procedural bump and SSS. The reflection_Lite_Multi can be unchecked.
The only thing I would try with this set up is to check the AO box for evaluation with IDL and recheck the bump value. I don't know what scale your Poser is using, but 0.0025 seem very low to simulate 15%.
Nosiferret posted Sun, 02 February 2014 at 10:21 PM
I'll try what you suggest. I used the EZskin on this same texture in the beginning and it generated the same thing, I played with the bump map and decided to render a portrait to see how the noise worked out and that's when I noticed the mesh. So I started breaking down everything I had "added" to see what was causing the mesh peek through and it turns out to be the Noise feature I had added in PS.