Subdivision Pinches my Tubes
lukon100
Posts: 864
Daz Studio subdivision is pinching my tubes! Why? How can I stop it?
I made a model in Blender featuring lots of tubes. Put the model into Daz and applied high-resolution. And I get extra edges placed too near an existing edge, on opposing sides of the affected tubes.
See the attached picture.
Swapping other settings, such as "Subdivision Algorithm" or "Edge Interpolation" does not help.
This is 4.11.
Post edited by lukon100 on

Comments
Is it welded along that edge?
What does it look like in Base resolution? If it isn't what Mada suggests 9and it probably is) then I would suspect there might be some doubled-up edges - you might try doing a marquee seelct around that edgfe in Blender and see how many edges it says you have selected.
Blender says only one edge has been selected for all marquee selections of all edges around a segment of that tube.
In Daz with Base Resolution used, it looks exactly like it does in Blender: simple 8 faced wireframe tube.
What is a "weld"? I don't know what it means for a model's edge to be "welded".
I ran another kind of check in Blender that revealed the problem. There are micro-wide faces adjacent some of the longitudinal edges of these tubes. I was clued-in to their existence by doing a check for "Overlapping faces" in Blender's 3D printing verification tools.
Yet another hazard of using ANY PART of somebody else's free mesh instead of re-building THE WHOE DAMNED THING from scratch.
How did these micro-wide faces get into their mesh in the first place? Has it got anything to do with the lieklihood that the original modeller used Hexagon? Is Hexagon likely to produce such micro-wide faces? Can this be done if you tell Hexagon to make edge loop cuts automatically for you? If so, why would Hexagon produce such edge loop cuts so microscopically close to the edges they are supposed to sharpening? Weird.
Accidentally doubling things up during editing is a hazard in al modelling tools. It is of course entirely possible that they were not an accident, but an attempt to tame the smoothing algorithms so that the edges looked shapr and the surfaces flat.
Something else occurs to me just now. When you suggested I marquee-select the pinched edges of the tube, I did so and found only one edge. The other two that definately were there got ignored by Blender. I suspect that Blender might have reported the existence of the other two edges if I had marquee-selected in wireframe view instead of surface texture view. The reason I suspect this is because I have experienced Blender failing to marquee-select co-located verticies in surface texture view, yet able to marquee-select the co-located verticies in wire frame view. It seems that if mesh elements are too close to one another, Blender can't marquee-select all of them unless put in wireframe view.
DS is much the same when in Geoemtry Editor, and as I rcall so was modo (at least without a modifier or setting to change it). The marquee selects visible elements, so in a mode that makes the mesh looks solid those behind other polygons will be sheltered (which is often desirable).
What happens if you select all and merge by distance. It should eliminate doubble verteces.
Better also check face normals.