No Poke-through in Daz, but Poke-through in Render
in The Commons
Does anyone else have this problem?
I'll have my character I'll ready to go with no visible poke-through. Then, when I render, suddenly I have holes in the outfit.
Is there anyway to fix this?

Comments
Hmmm... What's funny is that I do see the poke-through if I turn 'smoothing' off.
Are we sure smoothing is working in 4.12?
Attached is with smoothing off. When I turn smoothing on, the poke-through goes away. But it renders (also attached) as if smoothing is off...
Displacement? Only shows at render time...
I get that problem at times, so I usually adjust the clothing in that area. Fir small areas of poke through, postwork often does the trick.
Hmmm. I don't think there's displacement.... But I shall check!
Or a different level of Render subD on the figure and the clothing.
One trick I do to prevent pokethrough is I will set up an invisible Geoshell and have it smooth against the geoshell.
Try some of the different subdivision routines too. I've had it where it gives me poke-through on one but not another. Oher than that it's just a matter of playing with push modifiers and smoothing collision iterations until you get something that looks good.
For very small pokethrough, adding a push modifier of .5mm or less can often do the job without ruining the look.
Sometimes changing from 'Base Shape Matching' to 'Generic' will give a better, more realistic fit.
Or use Geometry Editor to make the area of the figure that is poking through invisible.
Or make the part of the figure invisible if the clothing covers it completely (pelvis, abdomen, shoulder, etc.)
Its not just displacement that does not show in the GL preview window, I am pretty sure bump and normal also are only used during the actual render (or in Iray preview)
Bump and normal maps dont move the mesh in any way so that shouldn't be the cause.
They don't move the mesh, but they do affect the final rendered surface. I have definitely seen poke through caused by bump maps, particularly at high bump values.
I fix it in PS
I usually just throw Fit Control at it, there is also a SY poke through item. Sometimes I might just use GIMP to fix it in post.
Sometimes if you zoom in enough the poke through may become visible in the viewport. So it might be the resolution of the viewport hides it.
If it's a level 3 or 4 SubD character and the viewport level is set lower than the render settings, then I get this too. The smoothing modifier only smooths against the viewport version of the character.
That doesn't make sense, though. A bump map doesn't change the way two mesh surfaces intersect.
My impression was it did affect the height of the surface in some way, but I am not 100% sure. Normals I believe do effect the height of the surface, even though it is not by moving the actual vertices, this is why they still work on a low poly mesh, where as displacement (at least it does in Iray) needs a high poly surface to correctly do its work.
Neither bump maps or normal maps affect the geometry. It is only a visual calculation to give an impression of depth. If you look at either from the side you can clearly see nothing is changed in the mesh.
The problem is the smoothing modifiers don't seem to work in DS 4.12 when rendering. I've tried dialing up the smoothing interations and collisions all the way up and it still doesn't eliminate the poke-through. The only things I've been able to do is use the scale modifiers to make the clothing physically bigger, or make the particular bodyparts invisible if they're completely concealed by the clothing (this won't work with the underwear pictured above for example.)
Smoothing won't help with render-time mesh movement, as far as I know.
I also experience this issue. To solve this I set figure resolution the same as render resolution just before its time to render. Same as what Quasar suggested. Studio cannot dynamically calculate smoothing properly from viewport to render if the Sub-D values are different. It should, but it doesn't. Don't know if it's a bug, but I have always had this issue.
I had originally discovered this while using your aging morphs. At first I thought it was displacement maps but saw that there were none on the character I was using. After tinkering with settings, I finally realized that the viewport shape and the render shape had to match as close as possible.
It's supposed to or otherwise it's a pretty useless feature. I've never had them not work when rendering until recently. I took some examples.
Pic 1 is a render of a poorly fitting pair of pants without the smoothing modifier. The pants are for a different generation figure fit with a clone.
Pic 2 is the same pair of pants with a smoothing modifier attached.
Pic 3 is one I culled from my recycle bin of a pair of shoes with a smoothing modifier - this one doesn't work. And these shoes are supposed to be designed for the particular figure.
Pic 4 is a screen capture of the shoes. I opened the file to play around, and this picture is the pair of shoes without a modifier - From how it looks in the viewport, it shouldn't even need a smoothing modifier, but it doesn't render properly with or without one.
At first I was thinking it was the recent updates to DS that did it, but rolling back the beta version, I'm still getting hit-or-miss results on different clothes using the same settings. At one point today, I had to turn off the modifier for a pair of shorts and a tank top, and just increase the scaling modifiers. Another possibility is the item itself. Those shoes were showing the identical poke-through in the render with and without the modifier applied, and messing with settings didn't change the shape and size either.
I didn't mean smoothing won't render, I meant it won't account for deformations applied by the render engine (e.g. displacement) - only those applied within DS itself.
I tried all soutions in this thread and the wholte time i felt like this wasn't an issue of fitting clothes. Your suggestions solved my issues, but only if i use subdivision level 1 and subD level 1, both on the figure and the clothing. Evry other changes of both subs will make these holes appear again. So for me i'm fine with working on sub level 1, but for those who works in higher susb this solution may not work.