Why my renders look completely different from what i have in preview?

So there is clearly something i'm missing since the morphs i make aren't taken into account when i make a quick test render. I also lost the morphs i made for another project despite having saved the differences due to these.

Cature.PNG
1483 x 681 - 2M
Capture3.PNG
1489 x 704 - 1M

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,403

    The shapes seem to be about right, the surfaces look different because Texture Sahded mode doesn't show many of the advanced shading features and its lights don't cast shadows.

  • HylasHylas Posts: 5,070

    It looks the same to me. What do you not like about your results?

  • jeffb1jeffb1 Posts: 0

    For the lights and casting, i already know that. But if you see the second image, my render is drastically different, the shape of the brows, eyes, lips and cheeks are clearly different.

     

  • Richard HaseltineRichard Haseltine Posts: 102,403
    edited March 2020

    Are you rendering through the Pespective View, which is the active one in the preview, or through a camera? Though I'm still no sure there's a great mismatch allowing for the material differences.

    Post edited by Richard Haseltine on
  • jeffb1jeffb1 Posts: 0

    Through perspective. I could try a render through a camera, see if it's any different. It seem rather strange to me than the morphs i'm using so far doesn't seem to be accounted for during the render.

    It's not that big of a deal since i plan to export those Daz characters, but i do want to make sure they look as intended before the export.

  • SpottedKittySpottedKitty Posts: 7,232

    Remember that the Perspective View is exactly what it says on the tin — it's a View, not a Camera. True cameras have a lot more controls, and can be saved in a scene or camera setting file.

  • Check the sub-d levels, if the view sub-d is much lower then the render sub-d there can be some variation in results.

    Also, as richard already pointed out, certain maps, bump, displacement, normal, are not considered in the viewport.

     

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