Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
It's definitely not specific to HDRIs, and indeed it's arguable that HDRIs are maybe less likely to have the issue, as they fundamentally generate light from all direcitons.
The thing is that ultimately the models are polygonal meshes; normally there's a whole load of interpolation (such as the Phong interpolation method) that tries to smooth the virtual surface normals so that it doesn't look faceted.
Normals in 3D rendering are kind of weird, in that the virtual surface angle can be different to the actual surface angle. I utilised that in this render here, where I made a Penrose triangle that's faked in a way that's not possible in the real world; the geometry is actually quite heavily curved, but I gave it normal maps that told it to treat the surfaces as flat - making it possible to have a refractive Penrose triangle (the real world ways of faking the triangles would be very obvious in a refractive material).
However, while virtual normals works well from steep angles, it shows weaknesses when subjected to light from shallow angles. If you have a point source of light coming in at a shallow tangent to a "curved" mesh surface, there is strictly a very hard border on the model where one face of the model is facing the light source, and the next is facing *away* from the light source, and this transistion can be particularly apparent if the light source is intense enough.
Algorithms exist that try to mitigate the issue, but ultimately the most effective fix is to give the algorithms less work to do by using a finer mesh.
That usually shows as stair-casing, where one set of polygons is sahded facing away from the light and one towards. This doesn't look the same, so while I certainly wouldn't exclude it it might also be worth selecting one of the affected polygons with the Geometry Editor tool, then right-click>Geometry Editing>Rotate Triangulation of Selected Polygons and see if that helps - dForce splits quads into triangles when it simulates, and there are two ways to do that (top-left to bottom-right or top-right to bottom-left) one of which may work better than the other in any given situation.
Unfortunately, dForce Starfall for G9 and G8F is another one I should really be putting in a ticket about.
Gallery Link
Parts of the long draped sleeves are weighted to the pelvis and torso, making it impossible to pose the arms without using dForce... and for a character with a generous figure like Becky, you really do need to pose the arms pre-dForce to stop the sleeves clipping into the skirt. Other parts are directly weighted to the forearm bones, rather than to the forearm twist bones as they should be.
It also really needs morph rigidity maps on the draping sleeves to stop auto-follow morphs getting ripped up from copying from different parts of the mesh.
I was able to fix it to the point I can get it to work, but getting clothes to fit things is kind of my thing, and a product should not require a user of my skill level to make it viable.
I bout a lot of things with the recent stacked discounts bringing so many items down to 2-3$, so I might spam this thread a bit with any findings.
I like Alexander Hipster Hair and Beard For Genesis 9, but in some lights it really looks like Neftis3D groomed the beard with a very neat harvester!
Pictured here on Lurym, who is pretty handsome for a green dude.
https://www.daz3d.com/the-alchemist-workshop-bundle
Testing:
Lali Kamala's Spandex Suit 01 and removing the hood.
ChungDan's Ankle Boots, and putting them on G9, while not having them deform.
I was able to parent then to the feet (well, the feet of the suit), but I wasn't able to get them to conform completely, so I reset the foot pose instead
dForce Studio Drapery.