Smoothing Modifier Problems

PDSmithPDSmith Posts: 713
edited December 1969 in The Commons

As of late I've been having a growing problem with the Smoothing modifier. As seen in the image, the dress belongs to G2F. I've tried a large number of combinations to make the dress fit with the character.

But here's the catch.

In the work area prior to the render, it look just fine. There is not poke through.

The modifier has proven to be a problem not just for G2F/M, but Genesis, and also the 4 and 3 character's clothing .

The work area always shows the outfit when I've applied the modifier as just fine, it is in the render when I see the problem.
I've tried factory reset of Daz Studio. and as usual...yes...I"m running the most current version of DAZ Studio.

Does anyone have a solution?

-Paul

korra2.jpg
2000 x 1600 - 2M

Comments

  • jerriecanjerriecan Posts: 470
    edited December 1969

    Ive had this happen too - try making the displacement settings all zero.

  • PDSmithPDSmith Posts: 713
    edited December 1969

    Found a partial solution via a friend of mine over at DeviantArt. "0biwanken0bie"

    He had the same thing happen when he applied Advanced Shaders to the clothing.
    In my case I applied shaders from http://www.daz3d.com/latex-shaders to the dress.

    So the solution still needs to be found other than falling back to using basic shaders such as these.
    http://www.sharecg.com/v/21408/related/7/Material-and-Shader/DazStudio-Satin-Shaders-Resource

    Anyone have a solution?
    -Paul

  • jestmartjestmart Posts: 4,449
    edited December 1969

    The solution is the displacement settings as you have already been told. AoA's SSS shader has a flaw that if the minimum and maximum displacement values are anything other than 0 and there is no map the displacement will be applied as if the was an all white map in strength and it was set to 100%.

  • SpitSpit Posts: 2,342
    edited December 1969

    jestmart said:
    The solution is the displacement settings as you have already been told. AoA's SSS shader has a flaw that if the minimum and maximum displacement values are anything other than 0 and there is no map the displacement will be applied as if the was an all white map in strength and it was set to 100%.

    AoA's SSS shader was updated and, AFAIK, does not have that problem anymore. The base shader comes in with displacement at 0 and 0 now and changing those values without an image has no effect on the render.

  • jestmartjestmart Posts: 4,449
    edited December 1969

    No it is not fixed. AoA SSS with displacement set to -.1 and .1 with no map and 0% strength. First image preview and second image is render, note how the lips have parted in second image.

    AoA_disp_Err_Render.jpg
    600 x 600 - 273K
    Aoa_Disp_Err_preview.jpg
    555 x 553 - 56K
  • MattymanxMattymanx Posts: 6,996
    edited January 2015

    PDSmith,

    What was your collision settings for that dress?

    When it happened to me I had the collision and smoothing set to high so I lowered it back around the default settings and it worked much better


    Are there any expansion morphs in that dress to help?

    Post edited by Mattymanx on
  • SpitSpit Posts: 2,342
    edited December 1969

    jestmart said:
    No it is not fixed. AoA SSS with displacement set to -.1 and .1 with no map and 0% strength. First image preview and second image is render, note how the lips have parted in second image.

    I didn't see it in my test renders. But why would you change the displacement and not add a map when it defaults to 0 and 0 now? I guess the update only changed the defaults so you'd have to make it err on purpose.

  • Richard HaseltineRichard Haseltine Posts: 108,072
    edited December 1969

    Spit said:
    jestmart said:
    No it is not fixed. AoA SSS with displacement set to -.1 and .1 with no map and 0% strength. First image preview and second image is render, note how the lips have parted in second image.

    I didn't see it in my test renders. But why would you change the displacement and not add a map when it defaults to 0 and 0 now? I guess the update only changed the defaults so you'd have to make it err on purpose.

    You wouldn't, manually applying the shader, but you might if you copied from an existing surface, or used a setting with a displacement map but applied it with ignore maps set to a surface without displacement maps..

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