Help needed: Smoothing doesn't work correct because of resolution level of clothing
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in The Commons
I have some clothes for which smoothing doesn't work correctly.
In the viewport it looks good, but in the render there are little "holes" in the clothing.
I think that the different resolution levels of character and clothing are causing this.
If I change the character resolution to base like the clothes the smoothing works fine but the characters looks a little bit rough.
Sadly I can't change the clothes to high resolution because there is no option. I can only select base resolution.
Is there an easy way to convert to them to a higher resolution?
Thanks
Comments
That will be displacement on the figure. In Iray, dispalcement works by moving the vertices on the geometry in or out according to the values and the colour of the map applied - when you set the resolution to base the number of vertices sent to Iray is reduced and so you don't get the poke-through, or not as much. Smoothing doesn't take account of displacement; you can either apply a Push Modifier to the clothing (Edit>Figure>Geoemtry) and give it a small positive offset or you can reduce the maximum displacement value for the figure's surfaces (at least those under the clothing) in the Surfaces pane.
You can add subD to any asset you want. Edit->Figure/prop->Add subD (I'm not at home so not 100% it's exactly the same) Edit->Figure/Object->Geometry->Convert to subD...
One thing you can try is to raise your characters "viewport subD" before you render. I think there is some sort of bug with smoothing/collision/subD. I will try to post an example later. Edit: be sure to note that when you raise "viewport subD" it automatically raises "render subD". You don't want to render at subD 5
Where do you change the maximum displacement value?
Under the surfaces tab with the clothing selected the only displacement option I have is "Displacement Strenght" and I can't change that.
There is only the statement "Choose map".
Thanks.
Richard can correct me if I'm wrong, but I think the smoothing for poke-through is calculated at your View SubD level and not render level. So if your comp can handle bumping your View SubD up to 2, you get better smoothing results.
You can also use a push modifier like he recommended.
Sorry, I am a bit confused now. Should I increase the subD level of the character?
Anyway, Adding a small push modifier did work.
Thanks again.
Smoothing is calculated off of the base mesh resolution.
I thought HD morphs were also a cause of this poke through problem.
This was supposed to be a post about how raising "viewport subD level" can help with poke-through. But... Studio doesn't want to play nice today.
What it does show is that the characters "viewport subD level" affects collision.
In this example negatively.
The pantyhose settings are the same in all renders. Smoothing iterations is set to 1.
The character is Sherisa HD. (HD applied with body morph)
Character "viewport subD level": 1, "render subD level": 3
Character "viewport subD level": 2, "render subD level": 3
Character "viewport subD level": 3, "render subD level": 3
Sometimes, it helps to fit your clothing to a slightly displaced geoshell of your character.
That's true, sorry I forgot to consider it.