Difference between viewport (preview) and actual render

Hi guys,

Why is that that when I setup a dressed model in iRay it looks fine in the viewport preview, but when I start baking the render there are all kind of clipping issues with the clothes (skin clipping through clothes)? It is kinda driving me nuts, because often I have to adjust the clothing half a dozen times to fix it. And sometimes I have to adjust the clothing so much that the fitting of the clothes looks a bit off.

 

Is there any tip/trick to minimize the difference between preview and the actual render?

Comments

  • PerttiAPerttiA Posts: 10,024

    In my scenes, that is usually because the character (usually male) has higher SubD than the clothing and maybe has even some HD morphs. Try setting the SubD in viewport and render the same and setting the SubD on the clothing the same as well.

  • What you're encountering is referred to as 'poke through', and it's 'normal'.

    The reason it doesn't show in the viewport, especially if using the standard and not iray, is that the math is extremely simplified.

    If you adjust the OpenGL settings(Edit>Preferences>Interface>OpenGL, or F2(default short cut)), it may solve the issue of not being able to see it in the preview. Changing these settings does result in higher vram usage.

    Unfortunately, there's the possibility it's being caused by something that's ignored in the viewport preview, such as sub-d, material settings, or an error in a calculation such as a smoothing modifier.

     

    Depending on where it's happening, and the clothing being worn, it may be easier and faster to turn off the particular node that's poking through, or to reduce the opacity to 0.

    You might also try turning up the smoothing modifier, adding a bulge or push modifier, using a geo-shell and fit clothing to that, or breaking out the d-formers

    FIt control(https://www.daz3d.com/fit-control-bundle-for-genesis-8-females-and-males )could be an option, if you don't mind spending a bit of money. It's not a total solution to all problems, but i've found it fairly indespensible over the years for fixing a lot of poke-through problems.

     

  • ramon73ramon73 Posts: 95

    Thanks for the insight! I will mess around with the openGL settings and see if that improve things. I didn't think about using a geoshell for fitting the clothing,that could be a solution indeed! I have wishlisted the 'fit control'product, seems very useful, not only for solving the clipping issues.

     

    Thanks for the help, it'sgreat having a helpful community! :)

  • jbowlerjbowler Posts: 794

    ramon73 said:

    Thanks for the insight! I will mess around with the openGL settings and see if that improve things. I didn't think about using a geoshell for fitting the clothing,that could be a solution indeed! I have wishlisted the 'fit control'product, seems very useful, not only for solving the clipping issues.

    For Iray renders you need to preview in the Iray preview and, if you want to see the same poke-through as the render, you also need to set the "View" "SubD" level to the same number as the "Render" SubD level, at least for the item poking through and the item being poked.  If you do this likely as not your computer will grind to a halt and, even if it doesn't, this isn't completely reliable because as pointed out the math (particularly rounding errors) isn't exactly the same.

    So I think most of us just start a render in a Window, scroll around until we find the pokes then go back and try to fix them.  It tends to be a blind operation, there's lots of discussion about how to do it, searching for "poke" is a good start.

Sign In or Register to comment.