Black cubes on model
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Hello.
Someone know how to turn on backface culling or something similiar in Daz 3D? Because I have on model black cubes and this look like deform material on mesh. Or maybe someone know how to delete this issue?
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Bez tytułu.png
766 x 501 - 295K
Comments
Have you tried rendering? The thing I notice in your screen shot looks like the poor preview of surfaces with less than 100% opacity in Texture Shaded mode.
Actually there is an option. Go to preferences/interface, enable back face lighting.
What does it look like untextured?
Two things to check:
* Have you checked that normals are aligned?
* Have you tried to apply thickness, maybe resulting in overlapping vertices/faces?
That looks like a geometry issue. Are yiou sure there's only one copy of the item loaded? What item is it?
I would do it in Blender
* Show normals and check they are all facing same way
* Merge (double) vertices
I would actually expect you can see the same artifacts in Blender.
If the coat is modeled with a liner it is possible that outer andinner surfaces are to close. Adding a bit of displacement to the outer surface could fix the problem.
I had this with another DAZ3D sold product. I sent a ticket in March and it still hasn't been resolved. I tried to correct it myself in Blender using the suggested methods but that didn't do the job either.
In Blender select all mesh, and 'Recalculate normals'.
If it is a game mesh it likely has levels of detail meshes on top of each other
That looks a lot like a smoothing group issue.
Nvidia Iray does not have backface culling. It isn't a Studio issue, it's not implemented in Iray.
There has to be an issue with the mesh given the screenshots you've shared. Flipped normals, non-manifold geometry (vertices which cross through the mesh), etc. There's something about it that Studio isn't able to resolve and so you're getting the artifacts. Backface culling might be a nice workaround, but the mesh itself must not be clean to be producing these issues.
You could try a double-sided shader and load the same settings in both sides. But I wouldn't be 100% sure that Studio will still be able to resolve which face needs to receive which surface setting.
Really, the "best" resolution would be to figure out what is wrong with the mesh and fix it there. To suggest how to do that, I'd probably need to see the OBJ file itself.
is there by any chance Translucency applied to the shader? If so set it to 0 and render it again.
That last sample image had me thinking the same thing, @Szark.
@Verewolf, put something behind the figure...
Transparency with nothing to show through the transparency can be problematic sometimes.