Issues with clothes animation/rendering
I 've got several clothes issues for years and I'll take the time to ask you how to fix them once for all.
ISSUE 1 : Differences between Iray viewport and Iray render.
Skin poking through has always been an annoying point because most of time you can't see them until it's rendered, even in Iray viewport with the same Subd level. It makes me lose a lot of time.

ISSUE 2 : Deformed polygons after colliding.
From the same animation, under dForce, the sleeve is ok, then it collides with the arm and the polygons start to deform, like they were glued to the arm. Any way to avoid this ?



Comments
The first issue is the diffrence between the preview and render SubD levels (under Mesh Resolution in the parameters for the model) - by default the render will have a higher level of divisions than the Drawstyle, which can give unexpected results.
Vertices in a simulated item getting caught on versices sin a collision object is a common issue - something as simple as slightly tweaking the start position may help, as may adjusting the collision settings in Simulation Settings.
The SubD levels are the same. I even tried every combination possible with SubD levels, algorithms, normals, edge interpolation, smoothing type, smotthing iteration and colission iteration. Afaik, nothing works, I have to use the native morphs of the clothes "expand all", but I lose the tight-fitting effect I seek.
The issue is worse in this case : muscular tighs poking through almost everything! As shown, the SubD levels are the same (and I guarantee this is the same frame). I have many frames, I can't render one and go back to viewport every time to check. I need to monitor the glitches in real time in viewport. So is it possible :
- to Iray-render just like it is in viewport ?
OR
- to render in viewport just like it will be in the final render ?
Is there displacement on the character?
If there is nothing in "Legs > Displacement strength", that means no, right ?
The legs are definitely becoming larger. If you compare the 2 images, e.g how much og the text that is covered on the board in the unrendered image versus the rendered.
And why it happens I don't know, which is why Iasked if there was displacement.
I only applied a morph. Well, I fear I have to deal with it, as usual. Thank you for your time.
My suspicion would be a Rigidity Map, which partially or whooly blocks morphs from transferring to that area. You can see that by, with the outfit selected, activating the Geometry Editor tool, in the Tool Settings pane switching to vertex mode (at the top) and looking to see if there are any Rigidity Groups listed, and having a non-zero number of vertexes next to them, in the main panel of the pane.
Damn, it seems there is no rigidity map. Or am I doing something wrong ?
OH... I forgot to mention it's part of a dForce simulation. Maybe a cause ?
It is clear in your clip his legs is expanding.
How many frames is his legs expanding over i.e how many frames in the clip?
They are expanding all along. The thing I don't get is why the difference between the render and viewport is so dramatic. My only concern is to reduce it to the max.