Simple Style B25SimpleStyle poke through
malcolm jacobs
Posts: 107
hi to Everyone,
Renders have poke through show ok in the window before the render But not all ...
loading simple style B25SimpleStyle ( cr2) renders ok untill i try other pz2 dsa stiles of cloths the renders get poke through
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What I did: I adjusted the hip with parameters 1) in g -other -PBMA- Adjust hips But without the (Edit- object- geometry- apply- smooting - apply smoothing modifier)
2) then i applied the Smoothing modifier Literations set to 28
afterwards ( B25SimpleStyle renders ok )
some of the other ones render ok ( pz2 dsa ) stiles
but not gray knit, poeny & denim cherry knit
wonder if anyone has any idea
thanks for any help
From: mal
boomisha_SimpleStyle_poke_through.png
1014 x 739 - 345K
BoomIsha_withcherry_knit.png
1014 x 739 - 171K
BoomIsha_with_accessories_polished_fern.png
1014 x 739 - 273K
BoomIsha_back.png
1014 x 739 - 241K
BoomIsha_.png
1014 x 739 - 134K
Post edited by malcolm jacobs on
Comments
That may be down to displacement in the materials pulling the surface in, adjusting the Displacement Minimum in the Surfaces pane might fix it if so.
To Richard
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displacement strength=64.9%
minimum displacement= -0.10
maximum displacement=0.10
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changed it to these settings
displacement strength=0.0%
minimum displacement= --0.12
maximum displacement=28.64
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Result is much improved Render but i can't get the absolute perfection texture moverlap/missing
but it's close thank you very much, you were right " Displacement Surfaces"
i'm not quite sure which dirrection i'm going in when i'm adjusting these..
Question: i would like to save this outfit Fitted to this Character "so it does not keep "Recalculating" the "Smoothing iterations" can you please explaine how to do that please
thanks for your help
From : mal
Setting the Displacement strength to zero removed displacement. What I would suggest is adjusting the values - make the minimum (that's how far black moves) 0 and make the Maximum (that's how far white moves) .2, so you keep the same overall effect but it isn't moving towards the figure at all and so shouldn't poke through.
The recalculation of the smoothing can be stopped by setting the Smoothing modifier (Mesh Smoothing in the Parameters pane) to off - but then you may get poke-through that the collision calculations were fixing. Still, it can be worth turning it off while doing the major posing and then back on for fine-tuning and rendering.
thank you for your advice, i'll give it a try
From: mal