Rhia474 opened this issue on Jan 30, 2024 ยท 14 posts
Rhia474 posted Tue, 30 January 2024 at 8:26 PM
This is driving me crazy today. The only place I got a weird blue glow on my latest work is with two hands intertwined. It's a very important part of the image so I want to understand what is going on.
Here is the cropped area in question:
The skin on both hands in the material room:
M4 Skin Hand:
V4 Skin--Hand:
Nail for both:
I am using a HDRI light on the background node, no other light. My units are feet.
Any ideas? Thanks in advance, this literally just happened right now with this render and I can't fix it.
RedPhantom posted Tue, 30 January 2024 at 10:01 PM Site Admin
Try changing the scatter group ID of one of the hands to another number
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Sunfire posted Tue, 30 January 2024 at 10:14 PM
Try changing the SSS method to walk fixed or Burley I can't remember which.
shvrdavid posted Tue, 30 January 2024 at 11:15 PM
You have Subsurface at 1, which is incredibly high. That is usually set to .03 in Cycles, with Subsurface radius set to about 0.4,0.2,0.1. Uncheck Legacy Scatter, and use walk scatter.
There will always be some bluing where meshes intersect, but not a lot if the settings are where they should be.
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hborre posted Tue, 30 January 2024 at 11:44 PM
I agree with shvrdavid, you could even go lower on the the Surface value, as low as 0.01.
Rhia474 posted Wed, 31 January 2024 at 7:02 AM
I am using the exact settings as suggested by ghostship2's Skin settings, the subsurface was 1, just checked. Weird. I will try with what you are suggesting when I am back from work tonight, thank you. The odd thing is, this was not an issue before.
Is this no longer a recommended setting?
hborre posted Wed, 31 January 2024 at 7:46 AM
Rhia, if you look closely at ghostship2's screencap, there is a modification from the Redfilter node redirected to the Subsurface channel. I don't recall if that node is completely disconnected from the Clearcoat or shares a split secondary connection. In any case, the Redfilter node overrides the default Subscatter values, driving those values lower if the subsequent map is dark enough. I wonder if there is a need to insert a gamma node to properly bring the gamma value of the grayscale map to 1.0.
Rhia474 posted Wed, 31 January 2024 at 7:58 AM
Ahhh, that's what I missed. Thank you so much ( also, why did I miss that big red connection??? Duh).
Yeah, that would be an override. Muchv obliged, hborre!
Y-Phil posted Wed, 31 January 2024 at 3:03 PM
Rhia: if you've found a solution, that's ok but in my case, I've systematically seen this effect when the body parts were crossing, like they were sharing a small piece of space, such as here:
And indeed, when two body parts, or two bodies overlap, sometimes changing the scatter group id in some parts may help.
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Rhia474 posted Wed, 31 January 2024 at 3:19 PM
I will change the scatter group first, definitely, but the shader I am using will probably also needs an update as i missed the connection described above .
Will let you know and thanks very much!
Rhia474 posted Wed, 31 January 2024 at 7:16 PM
Ok, thanks so much guys, I don't know what I'd do without you. This is good now.
Y-Phil posted Thu, 01 February 2024 at 1:49 AM
Awesome!
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ghostship2 posted Fri, 09 February 2024 at 9:36 PM
Something changed a couple point versions back with Poser and all the SSS settings changed on the Principled BSDF Node. Change the SSS and Radius as Scott has suggested. I had to do the same.
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Rhia474 posted Fri, 09 February 2024 at 11:16 PM
Thank you, it looked good with the modification but I will experiment some more this weekend.