Black cubes on model

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?
Bez tytułu.png
766 x 501 - 295K

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,716

    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.

  • VerewolfVerewolf Posts: 27
    Yeah, I tried and looks the same, but better, but still have this issue. I know that this look better with back-face culling in Blender, but Daz don't have this option, I searched too how to delete this in mesh, but I don't found anything.
  • Sven DullahSven Dullah Posts: 7,621
    Verewolf said:
    Yeah, I tried and looks the same, but better, but still have this issue. I know that this look better with back-face culling in Blender, but Daz don't have this option, I searched too how to delete this in mesh, but I don't found anything.

    Actually there is an option. Go to preferences/interface, enable back face lighting.

  • VerewolfVerewolf Posts: 27
    edited July 2019
    Verewolf said:
    Yeah, I tried and looks the same, but better, but still have this issue. I know that this look better with back-face culling in Blender, but Daz don't have this option, I searched too how to delete this in mesh, but I don't found anything.

    Actually there is an option. Go to preferences/interface, enable back face lighting.

    Thanks, but I tried this too and still don't work. I know about the new version of Daz Studio. Why they couldn't did "back face culling"?
    Post edited by Verewolf on
  • Sven DullahSven Dullah Posts: 7,621

    What does it look like untextured?

  • VerewolfVerewolf Posts: 27

    What does it look like untextured?

    Looks good, but in other program looks as if had holes with cubes. Something like this:
    Bez tytułu.png
    1004 x 701 - 157K
  • felisfelis Posts: 4,673

    Two things to check:

    * Have you checked that normals are aligned?

    * Have you tried to apply thickness, maybe resulting in overlapping vertices/faces?

  • VerewolfVerewolf Posts: 27
    felis said:

    Two things to check:

    * Have you checked that normals are aligned?

    * Have you tried to apply thickness, maybe resulting in overlapping vertices/faces?

    You can describe how check this? Because I'm still newbie, unfortunately.
  • Richard HaseltineRichard Haseltine Posts: 102,716

    That looks like a geometry issue. Are yiou sure there's only one copy of the item loaded? What item is it?

  • VerewolfVerewolf Posts: 27

    That looks like a geometry issue. Are yiou sure there's only one copy of the item loaded? What item is it?

    Yeah. It's just a coat
  • felisfelis Posts: 4,673
    Verewolf said:
    felis said:

    Two things to check:

    * Have you checked that normals are aligned?

    * Have you tried to apply thickness, maybe resulting in overlapping vertices/faces?

     

    You can describe how check this? Because I'm still newbie, unfortunately.

    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.

  • VerewolfVerewolf Posts: 27
    felis said:
    Verewolf said:
    felis said:

    Two things to check:

    * Have you checked that normals are aligned?

    * Have you tried to apply thickness, maybe resulting in overlapping vertices/faces?

     

    You can describe how check this? Because I'm still newbie, unfortunately.

    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.

    Unfortunately yes, but this is not a difficult because blender have option back face culling, but Daz studio not. So, I don't know how fix this still...
  • jestmartjestmart Posts: 4,449

    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.

  • SzarkSzark Posts: 10,634

    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.

  • VerewolfVerewolf Posts: 27
    I understand, but maybe someone know how "Make normals Consistent" like in blender? Because maybe is that way to fix this like in blender, in edit mode and click "ctrl + n" or something like this?
  • VerewolfVerewolf Posts: 27
    jestmart said:

    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.

    Unfortunately not
  • felisfelis Posts: 4,673
    Verewolf said:
    I understand, but maybe someone know how "Make normals Consistent" like in blender? Because maybe is that way to fix this like in blender, in edit mode and click "ctrl + n" or something like this?

    In Blender select all mesh, and 'Recalculate normals'.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,583

    If it is a game mesh it likely has levels of detail meshes on top of each other

  • BejaymacBejaymac Posts: 1,897

    That looks a lot like a smoothing group issue.

  • VerewolfVerewolf Posts: 27
    Bejaymac said:

    That looks a lot like a smoothing group issue.

    Everything it's okay with smooth, this model just need a back-face culling like in blender or XnaLara
  • VerewolfVerewolf Posts: 27
    felis said:
    Verewolf said:
    I understand, but maybe someone know how "Make normals Consistent" like in blender? Because maybe is that way to fix this like in blender, in edit mode and click "ctrl + n" or something like this?

    In Blender select all mesh, and 'Recalculate normals'.

    I checked this and export model after I did it, but this not working too
  • JonnyRayJonnyRay Posts: 1,744

    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.

  • VerewolfVerewolf Posts: 27
    JonnyRay said:

    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.

    So... You have any way to resolve this in Daz?
  • JonnyRayJonnyRay Posts: 1,744

    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.

  • VerewolfVerewolf Posts: 27
    JonnyRay said:

    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.

    Thanks, but I never use this option, so I don't know how use it exactly
  • VerewolfVerewolf Posts: 27
    That's what it looks in iray
    SS.png
    621 x 406 - 377K
  • SzarkSzark Posts: 10,634

    is there by any chance Translucency applied to the shader? If so set it to 0 and render it again.

  • JonnyRayJonnyRay Posts: 1,744
    edited July 2019

    That last sample image had me thinking the same thing, @Szark.

    @Verewolf, put something behind the figure...

    • Turn "Draw Dome" on in the Render Settings -> Environment tab.
    • Or just put a plane primitive behind them.
    • Or use the Backdrop option and put a solid color in the background. 

    Transparency with nothing to show through the transparency can be problematic sometimes.

    Post edited by JonnyRay on
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