Final render and poke through
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This is a long term issue for me but I thought it is time I asked if anyone has an answer for it.
I get clothing to fit (whether V4, Genesis or G2F or whatever) and all looks fine in the viewport. I check with IPR and it still looks fine. But then I start the final render and it gets to a particularly close-fitting garment and holes open up that just were not there in the preview renders. I have to stop the render and fix it. I have smoothing and collision set up as well as using any fitting morphs but it is really hard to know what will fit if the viewport or preview doesn't show any poke through.
The biggest problem with this is with stockings. The amount I have to adjust away from the character skin surface results in a visible gap in semi-transparent clothing like stockings.
I could (and do) use spot render to check but, with several lights, the spot render of a very small area still takes a long time to calculate that it isn't much quicker than rendering the whole scene.
Comments
I have got this problem, too - not very often, but it exists. It occurs especially if i use V4 cloth on G2 figures. But to mention the stockings problem - i purchased OOTs Super Hose for G2/V6 and can say this is a nice product with no poke through anymore in the final render...
One useful technique for semitransparent stockings is to turn off cast shadows in the Parameters Tab for the stockings object. That avoids the problem where part of the legs look darker than other parts due to parts of the stockings being within the shadow bias distance of the leg and other parts being beyond the shadow bias distance.
99% off the time when I have had poke through on the render, that was not visible in the preview, it had to do with displacement settings on the skin, or the clothing item.
Weird that it does not show up in the IPR though, but the progressive rendering is know to be a little strange sometimes.
Interesting. I have noticed that displacement is usually defaulted to -0.10 and +0.10 even though there is no map and displacement strength is set to zero. I have been trying to remember to set those to zero because I recall some problem with Genesis lips that rendered slightly open because of those displacement values.
Yes, the IPR issue is strange.
Good tip - thank you.
If you are using AoA's SSS shaders you must zero out the displacement values for surfaces that do not have displacement maps otherwise you still get displacement.