Angular Geometry on M4 Items in Iray

xyer0xyer0 Posts: 6,327

I'm getting angular geometry on sunglasses from Midnight Hunter and the collar of the top from Night World Mourning Sun (with textures from Dawn Razor Mourning Brotherhood). I've looked on the Parameters tab for each product, but I cannot find a subdivision or resolution switch for them. How may I fix this? The attached image was rendered in Iray on Genesis 2 Male. I have not tested this in 3Delight. Please help.

MidnightTest.png
1200 x 1333 - 2M

Comments

  • Rashad CarterRashad Carter Posts: 1,830

    Did you use Autofit? Some items, like shoes, simply dont translate well. Glasses are likely a similar issue. You'd probably be better off importing a new copy of the glasses and simply parent them to the face, instead of fitting them to the face via Autofit

  • nemesis10nemesis10 Posts: 3,773

    The other suggestion is to show hidden in the Parameters tab; there may b morphs hidden there.

  • Cris PalominoCris Palomino Posts: 12,455

    If you try just loading and rendering the glasses by themselves does it do this?

  • xyer0xyer0 Posts: 6,327

    Rashadnemesis10, & Cris, I'm in the process of implementing all of your suggestions to find out what works. Thanks so much.

  • HavosHavos Posts: 5,576

    Remember that most props have no subdivision applied by default. You can change this for any, by selecting the prop, and then via the menu selecting:

    Edit->Object->Geometry->Convert to Sub D

    This will add a setting for resolution for your prop, and set it to High Resolution by default (ie roughly 4 times more polygons than before). You can switch back to base resolution, or further increase sub-division.

    Note that adding subdivision can have weird effects on your prop, depending how they were modelled. Some polygons may vanish or bend, and overall the prop will get a more rounded appearence (which is mostly what you want). However it may look much worse, it depends. You can always remove the sub-division to put the prop back to how it looked before.

  • xyer0xyer0 Posts: 6,327

    Yes, Havos, that is very good to know! I shall remember this. In fact, I copied and pasted your advice into my Daz Help document for reference. Thanks for also mentioning the possible caveats. Cheers for you.

  • I think Rashad's solution is the only one that will work satisfactorily here. Parenting and positioning (possibly scaling, including on axes individually) can be a bit fiddly but generally doable for glasses and similar, mostly rigid, accessories that don't fully conform. The very crinkly distortions along the top of the rims are probably caused by eyelashes. Dialling transferred morphs out of a follower doesn't work with everything and often results in it no longer fitting properly. Subdivision may smooth out the distortions but won't eliminate them.

    The collar might be more amenable (obviously the shirt must be conformed). It does look a bit low-poly and subdivision will probably improve it quite a bit. With the neck, you could try finding the neck bone in the shirt itself and trying to twist it individually. You will probably find there isn't much latitude before it all goes wonky, but a tiny bit of twist may work. Working on the transferred rigging of a conformed item isn't usually a good idea in my experience, but I've had this work with shirt necks before, and also with footwear.

  • xyer0xyer0 Posts: 6,327

    Thank you for your input, Hiro Protagonist. I ran out of time while working through the possible solutions, but I hope to get this sorted tonight. I must admit that talk about "twisting neck bones" is a bit past my depth as a virtual newbie (I do know where to find the bones, though not the method of twisting), but trial and error seems to be the sole learning method in Daz.

  • Thank you for your input, Hiro Protagonist. I ran out of time while working through the possible solutions, but I hope to get this sorted tonight. I must admit that talk about "twisting neck bones" is a bit past my depth as a virtual newbie (I do know where to find the bones, though not the method of twisting), but trial and error seems to be the sole learning method in Daz.

    Very easy. By "twist" I simply meant to adjust the rotation on Y axis. Select the neck bone in the shirt. You can then either use the Universal (or Rotate) Tool and move the green ring (this rotates on Y axis) left or right. Sometimes it's better to use the Parameters Pane. When the bone is selected you will see a Twist parameter in that pane. Move that from side to side.

    Just having tested it, I found this works very well for the necks of clothing items (within limits, but the limits are usually adequate).

  • xyer0xyer0 Posts: 6,327

    Thank you for your input, Hiro Protagonist. I ran out of time while working through the possible solutions, but I hope to get this sorted tonight. I must admit that talk about "twisting neck bones" is a bit past my depth as a virtual newbie (I do know where to find the bones, though not the method of twisting), but trial and error seems to be the sole learning method in Daz.

    Very easy. By "twist" I simply meant to adjust the rotation on Y axis. Select the neck bone in the shirt. You can then either use the Universal (or Rotate) Tool and move the green ring (this rotates on Y axis) left or right. Sometimes it's better to use the Parameters Pane. When the bone is selected you will see a Twist parameter in that pane. Move that from side to side.

    Just having tested it, I found this works very well for the necks of clothing items (within limits, but the limits are usually adequate).

    Gracias, kind sir, for the specifics and the troubleshooting.

    OT, if you please, when someone speaks of eye maps or skin maps, are they referring to the respective group of Surface parameter settings? And do you know of a utility that allows for the bulk copying of these settings from one character to another?

  • mjc1016mjc1016 Posts: 15,001

    Thank you for your input, Hiro Protagonist. I ran out of time while working through the possible solutions, but I hope to get this sorted tonight. I must admit that talk about "twisting neck bones" is a bit past my depth as a virtual newbie (I do know where to find the bones, though not the method of twisting), but trial and error seems to be the sole learning method in Daz.

    Very easy. By "twist" I simply meant to adjust the rotation on Y axis. Select the neck bone in the shirt. You can then either use the Universal (or Rotate) Tool and move the green ring (this rotates on Y axis) left or right. Sometimes it's better to use the Parameters Pane. When the bone is selected you will see a Twist parameter in that pane. Move that from side to side.

    Just having tested it, I found this works very well for the necks of clothing items (within limits, but the limits are usually adequate).

    Gracias, kind sir, for the specifics and the troubleshooting.

    OT, if you please, when someone speaks of eye maps or skin maps, are they referring to the respective group of Surface parameter settings? And do you know of a utility that allows for the bulk copying of these settings from one character to another?

    The maps are the specific images in those settings groups...there will be, for skin or eyes, at least 1 in the Diffuse and 1 in bump or displacement.  There may be 1 in specular (should be strength, but it's often in color...), Opacity, Reflection or Normal.

  • xyer0xyer0 Posts: 6,327

    Thank you, mjc1016, for the precise explanation. I noticed in the character (G2M) on which I am working that all of the eye components lack a bump map. I have become quite enamoured by JoeLeGecko's promo renders (e.g., Frawn Hair, Colors for Paisley Hair) with presumably bump and specular (I do not yet understand normal maps) boosted to glorious levels.

  • A normal map is very similar to a bump map—it really is an enhanced kind of bump map. It does not move geometry in the way that a displacement map does—like a bump map it fakes the appearance of height variations. However, to put it simply, normal maps contains precalculated data which saves the pixel shader in the rendering engline some work, so they are more efficient. They are easily recognisable as being mostly blue in colour (at least the most commonly used type are).

  • xyer0xyer0 Posts: 6,327

    Thanks Hiro Protagonist. That was a more useful description than wikipedia.

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