Artifacts in textures

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Posts: 36
Joined: Mon Jun 06, 2016 4:06 pm

Artifacts in textures

Postby yagakisan » Thu Jun 21, 2018 2:49 pm

I usually render some portraits using the same settings but I saw that some characters have strange artifacts on the textures especially on the head, while rendered with Reality.
I attach some images to be more clear.
I can't really understand from where those artifacts come out, any idea?
a2.jpg (9.49 KiB) Viewed 683 times
a3.jpg (8.54 KiB) Viewed 683 times
a4.jpg (6.98 KiB) Viewed 683 times
a5.jpg (5.9 KiB) Viewed 683 times
a6.jpg (7.37 KiB) Viewed 683 times
a1.jpg (5.29 KiB) Viewed 683 times

Posts: 36
Joined: Tue May 03, 2016 3:50 pm

Re: Artifacts in textures

Postby TransformerMan » Thu Jun 21, 2018 4:50 pm


a2 and a3 looks like you have a figure with an overlay for the brows (was popular for a while with V4, I think..) where the overlay has different texture settings than the rest of the face. I don't think Reality automatically recognizes these overlays, so you will need to adjust the settings to match the face manually.

The black lines found in a4, a6 and a7 typically comes from a intersecting transparent mesh. The hair's skullcap is a common culprit. (Make a test render without the hair and the lines should be gone.) If you make the cap visible in DS you can resize it to not intersect with the figure's head. Then make it transparent again and render. It should fix it.

a5 is probably one of the two above problems. I can't tell which one from this picture.

Posts: 39
Joined: Mon Oct 09, 2017 6:43 am

Re: Artifacts in textures

Postby Rivaliant » Fri Jun 22, 2018 8:40 am

what causes this is when geometry are overlaid exactly on top of each other running practically parallel to each other

any thing can cause this like stockings
even when the opacity of the object is 0
if the geometry is present and it overlaps, it will cause this artifacting/error
so yes, the ideal solution is to turn off any invisible geometry all together
or insure that objects don't overlap and intersect
take it into Zbrush or Hexagon to morph it apart

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