IRay to Mantra Confusion. Transparency issues. Genesis 8.

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I am new to Houdini and I am having issues with setting up materials for the Daz Studio Genesis 8 figure in Houdini Mantra.
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Here you can see that the Cornea and eye moisture materials cause blackness in the eyes. When I set these materials opacity to 0 then the issue goes away but obviously I was these materials to give the proper glossy look to the eye.
I have read others having similar issues on this forum where the advice was to add fake caustics and change the surface priority. I have tinkered with these but with no luck. The following are my settings for cornea:
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I also am just having general issues in knowing what corresponds to want regarding IRay and Mantra. For example Iray has multiple glossy and roughness options, so I figured this would be reflectivity in mantra but Iray also has reflectivity. I have looked over the mantra documentation but I am still confused and no doubt doing a bunch of things wrong. Below is a comparison of my arm setup in Mantra and IRay. I will attach my my scene file on a seperate post as it is too big currently.

Any help much appreciated.
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I appear to have uploaded the images incorrectly. I will attach everything to this post including my scene file.
Edited by SB26 - April 28, 2020 02:40:57

Attachments:
G8M.zip (7.6 MB)
Annotation 2020-04-27 135241.png (118.0 KB)
Annotation 2020-04-27 135620.png (81.3 KB)
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Annotation 2020-04-27 135933.png (33.6 KB)
Annotation 2020-04-27 135957.png (36.0 KB)
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Annotation 2020-04-27 140342.png (66.2 KB)
Annotation 2020-04-27 140403.png (25.5 KB)

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Hi,

I haven't played much with Mantra/DAZ (but will need to do so, soon). The most likely problem is that DAZ models often are exported with the “glass layer” almost point-perfect attached to the “eyeball layer”, while it should have a slight offset (like it does in real life). With the standard DAZ export you basically bounce light back and for between the eyeball and the glass layer (moisture etc).
The simple solution is to add an edit node, select the glass layer things on both eyes and give it a nudge in positive z-direction in local space. That should - most likely - solve your render issues.

I hope this helps.

Marc
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Out of here. Being called a dick after having supported Houdini users for years is over my paygrade.
I will work for money, but NOT for "you have to provide people with free products" Indie-artists.
Good bye.
https://www.marc-albrecht.de [www.marc-albrecht.de]
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@malbrecht I think you've nailed it. Now it is somewhat working when I added a peak SOP to various eye groups but I am still getting a bit of blackness where it is still touching. I will mess around with it some more and I should be able to clear it up. Thanks for the quick reply.
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