Main Menu

Green Seams?

Started by KTF45, August 10, 2017, 11:52:19 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

KTF45

Hello,

I realize this has been an issue discussed on the forums before, but I'm wondering if there has been any revelation or solution into the problem at hand?

Basically, when applying a translucent material and adding the various textures from Daz3D, there seem to be green seams that show up where each map hits another map.

For some maps, the solution is easy, basically just linking the materials together and the seams go away (for example, the lips and the face). However, when linking the face to the neck, because they are different texture maps, the UVs then get all mixed. If they aren't linked, then the green seams show up.

Anyone know if there is a way to fix this problem yet? I know I read that the Keyshot folks said this before back in 2013 - Right now the translucent material requires the same material to be applied to all parts of the model to allow for subsurface scattering between different parts. We can look into relaxing this requirement. But it's unclear if they have done this yet. My guess is no.

guest84672

What version of KeyShot are you using?
Do you have an example you can share?

Josh3D

I'm guessing you tried the process mentioned in this post?

Quote1. Applied the stock skin texture from the library to the models individual parts.

2. I picked one part of the model with the stock skin texture and edited the surface color.
    I reduced the green selection of the colors to 56, and it doesn't matter what you adjust that to.
    I adjusted it down to make it red enough so that the edited skin texture was different enough
    from the stock skin texture in the project windows materials catalog. So I knew which one it was basically..

3. I then applied the color altered skin texture from my project windows texture catalog and applied it to the model.
    And as you do that you will notice that the green seams disappear. Saving the edited skin texture to the library
    turns out to be a unnecessary step.

After doing that, you can then drag and drop the stock skin texture, or any custom skin texture onto the model and it won't
have seams, so I presume because the parts are now texture linked.