I first discovered this after importing a DAZ character into iClone via Character Creator 3.
To narrow the 'variables', I tried to replicate the issue totally from inside iClone, using a stock Avatar and yes, I reproduced the problem.
However I have a gut feeling the visibility of the problem depends on lighting *angles* used.
So I proceeded as follows ...
● Loaded the 'Base Male' into iClone (default position and default pose)
● Using the 'existing' default lighting:
The 'Key light' was 'Multiplier' = '1' at the following angle:
Rotate X: -11.905
Rotate Y: 73.879
Rotate Z: -73.861
The 'Back Light' was 'Multiplier = '3.51' at the following angle:
Rotate X: -1.877
Rotate Y: 77.763
Rotate Z: 88.746The 'Side Light' was switched 'OFF'
The IBL used was 'Cayley Interior' at 'default orientation'. 'Strength' = 25 (no sRGB)
Iray 'preview' was then activated:
1. Default result with above lighting and 'Physically Accurate Cornea' = 'ON' (default)
2. 'Physically Accurate Cornea' is now turned 'OFF'
3. 'Physically Accurate Cornea' 'ON' and 'Smooth Mesh Subdivision' switched 'ON' (level 1) (Really wierd)
4. Physically Accurate Cornea' 'ON' and 'Smooth Mesh Subdivision' switched 'ON' (level 2)
5. Physically Accurate Cornea' 'ON' and 'Smooth Mesh Subdivision' switched 'ON' (level 1) KEY LIGHT switched 'OFF' (similar to #3 above - but 'fainter')
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Please be patient with me ..... I don't always 'get it' the first time 'round - not even the 2nd time! - yikes! ... ● MSI GT72VR Laptop, i7 7700HQ 4-Core 3.8 GHz 16GB RAM; Nvidia 1070, 8GB Vram ● iClone-7.93 ● 3DXChange Pipeline 7.81 ● CC-3 Pipeline 3.44 ● Live Face ● HeadShot ● Brekel Pro-Body ● Popcorn FX ● iRAY ● Kinect V2 ● DaVinci Resolve17 ● Mixcraft 8.1
Edited
3 Years Ago by
sonic7