I’ve been struggling with this for three days and am coming up empty. I have a Daz Studio character I have exported to FBX and imported to Blender and set up with my Skin shader. However, even though the shader is identical between the face, head, neck, torso and shoulder - I’m coming up with an odd anomaly where part of the map renders out significantly lighter than the rest. More so, this is happening in the same UV - such as the neck which uses the torso map - where the seam is, there is the darker part, and the lighter part. This even though the exact same shader settings apply to both. In texture mode, you can’t really see the seams unless you zoom in. The seams are also barely visible when bumpmap, specularmap, and normalmap is selected. Even more perplexing, when set to render view using the default FBX materials (no SSS, bump, or specular) the seams cannot be seen and there are no anomalies. The issue only appears when I use my shader which brings in bump, specularity and sss.
I have tweaked the shader endlessly to no avail. I have used different textures. I even imported OBJ and used that, as well as tested on an entirely different Daz Studio imported model and the anomaly persists. I’m at my wits end with this, sadly. My nodetree is not complicated at all. I’ve check the normals of the mesh, even flipped them to see what would happen. What’s odd is that the difference occurs on the same texture-map even in the same UV space. Anyway, here are some screen-captures to illustrate what I am talking about.
Render View with Anomaly
Materials View of Same Setup
My Node Tree
More images in next post…