Looking for easier ways to fix a subdivision problem.
I've been working with daz3d for about a year now and just recently I wanted to switch things up on my renders. I switched from using geografted nips to morphed nips. The problem I am having is the nips clip through the clothes but only during the render.
I've pinpointed the problem and I know of a dozen ways to fix it but I'm wondering if there is a better solution.
The problem is... While in the viewport, daz by default has a viewport subdivision of 1. After you pose it applies collision and smoothing iterations. Viewport rendering has no clipping at this point. Then when I hit the render button it appears to copy the collision and smoothing shapes from the viewport and apply them to the render. The problem is the render subdivisions are set to 4 for me.
So it's applying the collision and smoothing shapes from a character that has been subdivided 1 time, to a character that has been subdivided 4 times in the render. So now I have nips that have clipped through because nips with 4 subdivisions have more detail than nips with 1 subdivisions.
I can easily fix this but each method is time consuming or confusing.
For example...
I can dform each article of clothing with 4 viewport subdivisions turned on. I have hundreds of assets I would have to do this with.
I can match viewport subdivisions with render subdivisions. This makes the viewport run at like 2 frames per second.
I can remove the morphs for nips during clothed scenes. I have a few dozen of these morphs so I would have to find them and reapply them at their exact values. Not only that but I feel that reduces the realism for some scenes.
These are just 3 ways I would fix this problem but I'm curious how the rest of you would fix this problem. I'm hoping someone has a much easier and faster way that doesn't reduce my render quality.
I really wish I could somehow force daz to rerun the collision and smoothing iterations during the render.
