Eye Moisture/Eyebrow base collision with G8

I have seen this a couple times when returning to work on a scene; the eyemoisture or eyebrow base surfaces are distorted and discolored, indicating a collision problem that no amount of smoothing (in the case of the eyebrow overlay) can fix. See the screen-snip for the example.

What is happening here, and why is it intermittant? More importantly, how do I fix it once it happens?

 

Comments

  • Some additional info: 

    I went back to the scene I prepped the character in, and reloaded the scene subset to see if it was corrupted somehow. The distortion was gone, until I moved the character back to the position I needed him at. Just like that, the distortion/interference occurred again. I zeroed the pose, returning the character to the world center, and the distortion vanished. I parented a camera to his head and started moving him, and the further he moved in the -z axis, the more distorted the eyebrows and eyes got.

    WTF?

    Why would scene position cause those surfaces to suddenly collide with the base mesh? It'll be hard to use Daz for anything, if the model always has to be at the world center for it to behave normally!

    Anyway, that's the mystery. I welcome any response that can shed light on this issue. 

    Thanks for your attention.

     

  • Do you have any custom morphs, not saved as morph assets, on the figure? It doesn't usually depend on scene placement, but there can be an issue with those and followers.

  • It is a custom morph, but it was saved as an asset. I got rid of the distortion by moving him to the world center, but when I created an instance and moved it to where he needed to be, the distortion came back. This time on the instance, but the original was fine.

    Weird.

  • Now that I think of it, I was having this problelm with the eyes earlier using major G8 male characters, like Michael and Owen, and some of the PA characters based on them.

  • For the moment, I am using the workaround of adding a push modifier, or a geometry shell showing only the eye surface, with the real eye surface turned off in the geometry editor. The eyebrows end up a little puffy, which is less than ideal, but the eyes shine like they're supposed to. 

    It is a pain to set up these extra steps, but at least I can get a decent render. I still wish I knew why the problem happens, though.

     

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